How to get to Jupiter in folk hodgepodge. Reactor Stalkers Forum: Mini-Guide for a New OOP Quest - Reactor Stalkers Forum

font-family:" times="" new="" roman=""> color:red;mso-fareast-language:RU">Continuation of Fang's quests in the Old Village:

To begin with, I would like to point out that
dialogues there is a small glitch - after completing the Warlab quests and bringing
artifacts to Klenov, GG says that I need to go to Cordon - do not believe it, this is not
so. Story line according to the quests of the Old Village begins only after completion
the previously described Fang quests.


1. After saving Denis in the Red Forest, we go to Fang, report on the rescue and
we receive from him the task to go to Codon to talk with the Astrologer. Let's go
we are talking. In the last dialogue it is written that the GG should go to Sidorovich.

2. We go towards Sidorovich, we receive an SMS from Klyok about the need to save
Pilgrim and the transition from Pripyat to Staraya Derevnya opens. About Sidorovich here
we forget and move towards Pripyat.

3. We go to the Old Village, at the entrance we speak with the Pilgrim. Exit the trap
blocked.

4. We are waiting for the approach of a group of stalkers who turn off the transition. Their eldest
Kolmogor, we speak and we get the task to clean up the warriors at the store.

5. We go to the store, we clean the warrior, we talk with Kolmogor - we get a new one
the task is to capture the headquarters.

6. We go, we capture the headquarters, SMS comes from the Panther. We report to Kolmogor,
we get the task to examine the village.

7. We speak with the Pilgrim, we walk around the village, we receive SMS from Kolmogor,
we return.

8. We speak with Kolmogor, we get the task to find 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
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 (on
which mined red brain for Sviblov).

When approaching the Panther, an SMS from Fang about the approximate coordinates is received
transition to the Old Village and a label appears in the PDA.

10. Talk to the Panther, go north from her and find the Master of the Swamps in the center
circle with a label in the PDA.

11. We speak with the Connoisseur, we get the task to bring zombie embryos and clean up
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 label
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 to protect the village.

15. We heroically defend so that the life of the GG does not seem like honey, during the execution
this task, a new SMS from Kolmogor arrives with a demand alone
clear the other part of the village.

16. GG is no stranger - we go to the lowland part of the village, we clean the warrior, he comes
joyful SMS from Kolmogor, we are returning.

17. We report to Kolmogor, SMS comes from Klenov with a request 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 passing
quests of the Cat and meeting with the Black Doctor, but it turns out that it works like that.

18. In Warlab, we receive several SMS in a row that will be of interest to
development of the plot in the final addition of Solyanka. We go to Klenov, we get
task to find a psi-antenna. We are moving to Cordon.

19. I didn’t see the label on the antenna in the PDA - the antenna we need is on
truck, from which the GG fell out at the beginning of the game.

Tip - do not rush to immediately pick up the antenna - when approaching it,
a guard of honor and a red carpet committee. Like a true humble warrior
Good, my GG did not wait for fanfare and pomposity - he quickly ran next to
truck and dealt with the guard of honor and the committee for the solemn
meeting from afar, from a sniper rifle.

We pick up the antenna, we carry Klenova.

20. We return the antenna to Klenov.

21. We go to the Pilgrim, we speak with him and the next storyline begins.

font-family:" times="" new="" roman=""> color:red;mso-fareast-language:RU">Generators or the Elusive Stargazer:

The story begins
line after the last communication with the Pilgrim in the Old Village.

Attention! Before going to Generators, be sure to go through the entire branch
tasks of the Cat and go to Limansk and the Hospital, you need to meet with Black
doctor.

1. There is an exchange of SMS with Fang, we find out that GG is needed at Chernobyl1. Who did not use
crossing Chernobyl2 - Chernobyl1, 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 Chernobyl1 we meet the Ghost, we say, he leads us to the transition point. How
stops - we speak, 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. We go to the village (slightly south of the swamp).

4. Finding a senior is not a problem, talk to him, pay or complete a quest. Quest
actually not difficult - I advise you to do it. All hints in dialogue with
Old man. The main thing is to have time to run through the entire location. Reporting 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,
helicopter arrives

6. We leave, we speak with the Black Doctor, GG should find the Boatswain. Removing the Doctor
to the prisoner. Do not go into the basement yourself, let the Doctor go ahead - otherwise the Doctor
with a prisoner will block the exit for GG.

7. We go to the Ghost, we speak, we get information about the Boatswain, we return to
Black Doctor and beg him for a helicopter. Listening to advice and
stock up on the essentials. We go into the helicopter, we fly to the Swamps.

8. We arrive, move to the territory of the location (not difficult, 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 well both the passage and the cave in which
boatswain is sitting. For those who have not played, a hint is a hole in the fence made of barbed
there are wires, 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. Himself
gets over the fence, talk to him, lead, protecting him from monsters.

10. In the cemetery from the pilot we get the task to clean up the bandits. We clean, we plant
The boatswain into the helicopter, we sit down ourselves, we fly back to the Generators.

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 the joystick, during the search we look
not only under your feet, there is still a joystick!

13. We speak with Andersen, go to the Boatswain, hand him the joystick and accompany him to
boundary 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 SMS. We go to storm
The three of us, we admire the battle of helicopters, we clean out the Monoliths. We receive SMS
about the escaping leader, jump into the hatch underground passage, we run after the leader.

15. Find the corpse of the panther, wait for the Black Doctor, talk to him, talk to
Ghost, we go to the village.

16. Find the boatswain, talk, drink, watch videos and listen to DDT. Waking up
we go to the Ghost, we get a note, in it - the code from the door. Active SMS exchange.

17. Open the door to Warlab, find the teleport deactivator, go to the concrete,
we 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. Clue -
a living person will sit in the cave. We don’t climb into the cave - we go to Fang at the headquarters in
Fire Cave, we say. Together with him we go back to the cave.

19. We climb into the cave, find the Fly, speak, return to the Fang, meet
Panther, we speak, we return to Fang again, we speak.

20. We are leading the Fly to the Hermit for the winter quarters. When brought - the Fly should sit down to
fire, and Fang - to stand nearby.

21. We leave, we receive SMS from Fang. We return to Mukha, we speak, we receive
the task is to find the doll and her photo. We speak with Fang, go to Warlab to Maple.

22. We pick up art from Klenov, go to the Radar for a doll (in the house where there was one
from the hiding places of the Cyclops). Fulfilled "prediction" about an incomprehensible anomaly
(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
SMS exchange. We go to Chernobyl2 to search the helicopter. Who at least once
passed Chernobyl2 easily finds out where the desired helicopter lies, but in order to get to
him, GG will need a Monolith teleport.

24. We make our way to the helicopter, pick up the recorder. SMS is being exchanged, of 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 - hints where
look for the 3rd helicopter, which is more difficult to find and to which there is no way without a GG teleport
will not get.

26. Near the 3rd helicopter we find the backpack that the Fly talked about, we take it from
him valuable. 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 her to Bolshaya
Land, we take 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 body of the Fly (I took everything just in case), we treat the wounded lieutenant,
we are talking. SMS exchange, we go to the cave in which the Fly was found, we get the task to go
to generators.

29. On the basis of the Generators, we talk with Andersen, go to the substation, collect
jammers, we bring, we give. After an active exchange of SMS, we observe
negotiations.

30. We speak with Andersen, go to the concrete road and clean up the Monoliths. Let's go to
generator field, when we reach the right place, there is an exchange of SMS, we meet
Panther, we say.

31. We go to Chernobyl2 (the place is marked on the map), we talk with Fang, we go to
the place indicated by him, we clean up the Monoliths, an SMS arrives from Klyk demanding
return quickly.

32. We run back as fast as we can, we observe the catastrophe of an armored personnel carrier and a helicopter, grieving for
dead friend listen to Alexander Yakovlevich

33. We receive an invitation from the Black Doctor, go to the Hospital, GG is allowed to
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 get the freedom to choose further
plot development.




EN">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 Luck
independently, get closer to the back wall of the closet and throw the Heart
Poltergeist on a white circle - as usual, there is a flash and very quickly
a new art is being brewed, we select it.

36. We speak with the Doctor, we go to the Fly, we revive it, we go we speak with the Panther. She is
with my father at the far end of the compartment, there is a transition 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.

Due to the large number of questions about further development events, bring
detailed sequence of actions after appearing on Agro for the correct
plot development:

38. We stand and watch the show + active SMS dialogue until the participants of the show
will go away.

39. Arkhara appears, we speak with him, he leaves. We're not in a hurry to run away
until he leaves and another red SMS arrives. Now you can turn to
gate - there we will see a character, after talking with whom we will understand what they will cook
us the authors in the next addendum.

40. We go to the teleport near the gate, look at the last surprise from Arkhara and
with a sense of accomplishment, we set off for a walk around the ZONE and finish what is not
done before. Who has completed everything - goes to complete the key cyclic quests
NPCs and wait for the next dopa to appear.



mso-fareast-font-family:"Times New Roman";color:deeppink;mso-fareast-language:
EN">False endings are very similar to the true ones, with the exception of a couple of interesting ones
moments - what you will find yourself, everything is clear and understandable there. And with false endings
you won't go any further.

font-family:" times="" new="" roman=""> color:red;mso-fareast-language:RU">Lightning quests and finding a way out to the Dead
city:

1. After talking with
With a fang we leave for the Teleport. We get on the pipe, look around, we see another teleport,
let's jump into it. "Getting acquainted" with Lightning, an exchange of SMS follows, we will find out
a lot of new.

2. We figure out who could plant a bug in the PDA for us, let's go and deal with him. SMS
exchange.

3. We go to the Control Bunker, we speak with Lightning.

Tip: We need a first aid kit.

4. We move forward to Limansk, find a house with a Teleport, find what is left of
Wanderer, raise the notepad, find another teleport to exit.

5. We meet with the Legend of the Zone, and Semetsky tells us how to get there quickly
to generators.

6. On a tip from the Ghost, we find One-Legged Maximilian and talk to him. Not
forget to talk to the Ghost.

7. We come to the Sarcophagus, look for a teleport, go into it. Finding a photo gun
we take a picture of the Monolith, we select the photo, we jump into the teleport.

8. Village. SMS exchange with Ghost. We go to the Pilgrim, show the Photo and ask
erase the numbers from it.

9. We are waiting, we go around the village, SMS comes from Pilgrim, we take the Photo and
Let's go to the generators.

10. We give the Photo to Maximilian, we get the Advanced Detector. SMS exchange with Lightning
and Fang.

11. Take Camouflage Exa and advance to X-10. We sit in ambush. We wait.

Tip: It will not be superfluous to shoot the rats on the way to the hall with a knife switch and in
the very hall, so that the fighters of the clan The last day would not be distracted by them.

Tip: Stay invisible until Korn opens the code door.

12. We fight off the Invisible Radio Operator Korn, we communicate with Korn and Fang, we select
camera and instructions.

Advice: It is necessary that during the showdown, Korn does not get hurt if he runs away
from the door, there may be problems with further passage.

Tip: If possible, we do without intermediate saves, otherwise it is possible
failing quest items into textures. If this happened, we leave them
X-10, for example, to the Sarcophagus and return, pick up everything that failed.

13. We 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
escorted to Kindergarten.

Tip: It will be easier if the mutants, zombies and monoliths are exterminated before
how do we go look for Korn's hiding place, then it will be easier to take 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. Getting a link
to the profile of Arkhara on the AMK.

Tip: We take mines for mining on the floor in a backpack.

15. We leave for the Red Forest, we find the Forester. We eliminate the Sniper, we get
from the Forester a pistol, and he collects a camera for us. On a tip from the Forester, we find
corpse, we take everything we find, and then we 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, we find in the tunnels and
taking a picture of the controller.

18. On the territory of the Plant we find Chernomor. We bring him Antizombin and see him off
to the parking lot of Stalkers. We talk to him. On a tip, we pick up the Rifle and cartridges.

19. We go to Varlab, give Klenov a photograph and a fotik.

20. We go to Lightning. We are talking. We discard all found isomorphs in
teleport, in return we get various useful things.

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. Instead, learn about
Cache of the Invisible. We take everything from there.

23. We pass to the Cordon, the exchange of SMS with the Panther. We go to the Village of beginners, we speak
with Father Panther. We are trying to catch up with her. We are watching what is happening. We return from
Panther's father to the Village. We talk to him. SMS exchange with Chernomor. We speak with
Klenov and he teleports 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 talk to him and
we hand it over to Father Panther.

26. We leave for the base of freedom. SMS exchange with Father Panther. We take a picture.
We calculate someone else's and talk with him.

27. Take Camouflage Exa and move to the Uncharted Land. eavesdropping
conversation when the representative of the Last Day leaves, we speak with Maximilian and
we get a tip on the Cache at Agroprom.

Tip: Even though the PDA indicates the location of the cache in the Attic,
you need to look for it on the trees, as indicated in the SMS.

28. We pick up the contents of the Cache and advance to Sakharov. Seeing that we
brought, 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 written in the found papers.

30. We teleport to Yantar, we speak with Chernomor. SMS exchange with Lightning.

31. We come to Lightning, we throw out the found object into the portal, be sure
collect everything that will fly back. Say goodbye to Lightning. Waiting for her to leave
portal, we get the task to find a teleport in Limansk.

32. We find a teleport in Limansk, activate it and watch the video. We wait
another continuation.

font-family:" times="" new="" roman=""> color:red;mso-fareast-language:RU">Last Day and Dead city:

Important note

Trying to load almost any save on locations Dead city ​​at
was causing the game to crash for me. After restarting the game, the save is loaded and
ok you can move on.

Arkhara wrote that he had such sorties only after the murder of GG.


So, the previous description stopped at the place when the GG finds a portal in
basement in Limansk.

1. We go into the portal, we get a not very happy message from the protection system
about weapons. Reluctantly, we leave in the safe acquired by overwork.
We teleport to MG.

2. We meet the Evil One, we get unhappy news and a hint from him, let's go
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 on looking
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 with a circle on the map.

5. We find stalkers, we speak with the Liquidator, we go to clean up the camp. After
we loot and collect swag according to the list of Tyumensky (there is in the PDA in
job description). If you are lucky, then we collect the whole set and get the task
take the stalkers back. And if not lucky, then we think where to get the rest.

6. We lead the stalkers to Tyumenskoye, simultaneously clearing those spawned for this occasion
monsters. 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 of the "Last Day" appear and SMS comes from Norman. Can
fight enemies or run away from them. Let's go to Norman.

8. We talk with Norman, we learn a lot of interesting things. SMS exchange with Fainting, let's go to
meeting with him next to the camp that was recently cleared. Upon arrival at
place to the fuel truck comes 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
advice 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
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
sniper.

The weapon disappears from the hands - we are not nervous, as it is conceived, we wait a bit and observe
behind what is happening. When the weapon returns to hands, we bring down several fighters
"Last Day", be sure to bring down the head of security on a tip
Norman.

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

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

14. With the help of the positioner, we go to the specified 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 are moving to Limansk, picking up the swag left there from the safe, at the same time
On the way, we follow Norman's instructions (if the necessary armor and weapons are not in the safe).
On any of the transitions provided, we return to the Dead City.

16. We go to the Perfumer, he wakes up with a passion for wandering and he goes to
your new place. We are waiting and tracking on the map when it stops, we go there,
we are talking. 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
important!), after which we go to a meeting with Duda. At the entrance we speak with the guard
(complete analogy with the situation of the 1st visit to the base of Freedom).

18. We find Duda, we speak. Whether to part with the amount announced by Duda or not -
everyone decides for himself. If you leave - the GG will have enough time to
calmly find the Doctor, talk to him. If you don't break up, you'll have to
pretty run around (a few seconds to find the Doc and dialogue with him). But
to fight with the "Last Day" will have in any case.

19. We speak with Doc, we send him to the Perfumer. We receive SMS about disconnection
protection systems, a little later - an invitation from Lightning. I'm going 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 Sparks, we find,
The perfumer appears, we speak.

21. On the positioner we go to the point indicated by the Spark in the note, we get to
sewerage and through it - to the teleport to Zaton. Running around the empty backwater, we are waiting
release of the next expansion.

Quests for"Times New Roman";color:red;mso-fareast-language:RU">"Exoskeleton search
Black Doctor"
mso-fareast-font-family:"Times New Roman";color:darkviolet;mso-fareast-language:
EN"> mod OOP

1. After we bring to Sakharov the collected scientific treatises from three
laboratories X-18, X-16, X-10, he wants to thank us and sends for
reward to his debtor Volk, to the Artillery Warehouses (A.S.)

2. We come to the Wolf. It turns out that the gift is a bronik, but give it to us
The wolf agrees only in exchange for unique artifact"Black Angel" for him
sick daughter he saw in the Rusty Forest on Radar."Times New Roman";color:red;mso-fareast-language:RU">In passing, the Wolf asks
bring from his hiding place, in the same place in the forest, his steep trunk.

3. We go to the Rusty Forest on the Radar. We find an artifact in the forest"Black Angel" and Wolf's stash. During the rise of the
there is a spawn of a large number of monsters.

4. We bring the "Black Angel" to the Wolf. He, in gratitude, gives us a tip on
cache with armor on A.S.


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:EN">

IMPORTANT: dialogue about the trunk
the Wolf does not have it - we are not surprised, we leave the trunk with us and move on in the story.

5. We find the place indicated by the Wolf, in the cache we find the Fan's note.
Reading.

Cache:


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:RU">(
Army warehouses, not far from the mercenary camp, near the stones)

6. We go to the Fan on Cordon to get our “blood and sweat
earned"!

7. A fan says he lost to Bronik in poker with Krest. To redeem the armor,
you have to repay the debt. You can return the debt by collecting 15 paws on order
pseudo-giants, you need to look for this flock in the Dark Valley (the area of ​​​​the downed
helicopter). We go to the Dark Valley, find the "family" of pseudo-giants, type
the right number of paws. You can not look for the flock, but just give the Fan 15 paws
if you have them.

9. We bring the paws to the Fan, take the honestly earned money and go to return
gambler's debt Fanatic to the Cross, in the Forgotten Forest.

10. Cross accepts a debt, but says that he needs his steep trunk (for
which Wolf sent us to the Radar in his hiding place), we give the barrel and get
information about the cache of the Cross with armor in the X-16 laboratory. transition from Yantar to Eastern Pripyat and the task to talk with a local merchant
Dimak.


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:RU">(
Before entering Eastern Pripyat, stock up on ammo. There are many surprises

15. We go to Eastern Pripyat to Dimak. We send him greetings from Kalmyk,
asking how we can get out of here. For the exit from Eastern Pripyat Dimak
asks to bring him a lost, somewhere at the River Station, a notebook.

16. We go to the River Station, along the way we are looking for De-Panthenol in the Hospital (de-panthenol
lies on a wooden cabinet).

Also, "monoliths" can pick it up. so carefully
we search the corpses .. We find a notebook at the River Station.

We take the notebook, ask Dimak where you can find the red brain
controller. We receive an alarm SMS from Kalmyk (we do not respond to SMS,
because not all the ingredients are collected). Dimak asks for information about the red brain
bring a TV from the house of culture.

17. We go to D.K. "Anniversary" we find a TV, we bring Dimak. We get information
where to look for the red brain and the coordinates of the transitions, entrance and exit to the laboratory
X-8.


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:RU">Tip!Don't
Hurry up to leave, there are caches with very good contents at all locations of the RFP.
No one gives tips on these hiding places, search all the nooks and crannies, you will find a lot
surprises.

18. In the old KBO we find the transition to the laboratory X-8, we pass. Finding a cache
red brain.

19. From the X-8 laboratory we get to the Overpass.Advice! We are in no hurry to run
teleports we examine all the nooks and crannies, the caches found are worth it.

20. Leaving the Overpass, we get to Eastern Pripyat. Walking through the Red Forest
(or use manual teleports) we come to the Swamps to Kalmyk.


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:EN">

IMPORTANT: who has not yet been
Red Forest or, according to the main quests of N.S. , it's too early to go there, let's go
location quickly and do not talk to anyone and do nothing! We give back the collected
ingredients to Kalmyk and learn from him that Ariadne was taken with them to Jupiter
"tanks" of the Monolith. Our old friend can help us with the path to Jupiter -
Dimak. We return to the "expert of secret paths" - Dimak.

21. We arrive in Eastern Pripyat and turn to Dimak for help. For switching to
Jupiter Dimak asks to bring him the lost PDA from there. And advises, will turn
for help, to the local merchant - Aahz. Which lives in the area of ​​Yanov station. We get
transition to Jupiter.


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:RU">Who
played ZP, he remembers where the ventilation shaft is

22. We come to Jupiter and find Aahz. We ask him about the girl, the exit from Jupiter
and the PDA lost by Dimak. Aahz asks about the girl, don't worry, he helped her and
sent to Agroprom, we will also find out where to look for Dimak's PDA. For leaving Jupiter
Aahz asks to bring a laptop from the administrative building on territory 26. Again we get to the Overpass, and from there East Pripyat. We give PDA Attention: We are looking for documents in that -
the same sequence in which Dimak speaks.


mso-fareast-font-family:"Times New Roman";color:red;mso-fareast-language:RU">Documents
can pick up NPCs, so we carefully search the corpses.

We find three parts of Dimaku's documents and go to Cordon. On the Cordon in the Village
We find Buusty for beginners, give him a case and get a good reward. FROM
We go to the cordon to the Swamps to Kalmyk, we take ready-made medicines from him and go
look for Ariadne at the base" clear sky". We find, we speak, we give medicines and
we get the long-awaited tip on the cache with the armor of the "Black Doctor" on Yantar.
We go to Yantar, find and take the armor!

28. We go to Dimak, give him three parts of the documents from Zaton and get the transition
Dump-ChNPP-2.

29. On this, the so-called Wolf quest ends. But the game continues!
Move on! Good luck!

Continuation of Fang's quests in the Old Village:

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

1. After saving 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 the 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 the 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, we 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 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, SMS comes from Klenov with a request to come. We speak with the 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 with the Black Doctor, but it turns out that it works like that.

18. In Warlab we get several SMS in a row, which will be interesting for the development of the plot in the final addition of Solyanka. We go to Klenov, we get the task to find the psi-antenna. We are moving to Cordon.

19. I didn’t see the label on the antenna in the PDA - the antenna we needed was on the truck, from which the GG fell out at the beginning of the game.

Tip - do not rush to immediately pick up the antenna - when approaching it, a guard of honor and a committee for a solemn meeting appear. As a true modest warrior of Good, my GG did not wait for fanfare and pomposity - he quickly ran next to the truck and dealt with the guard of honor and the red carpet committee from afar, from a sniper rifle.

We pick up the antenna, we carry Klenova.

20. We return the antenna to Klenov.

21. We go to the Pilgrim, we speak with him and the next storyline begins.

Generators or the elusive stargazer:

The storyline begins after the last communication with the Pilgrim in the Old Village.

Attention! Before going to the Generators, be sure to go through the entire Cat 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 Chernobyl1. Who did not use the Chernobyl2 - Chernobyl1 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 Chernobyl1 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. We go to the village (slightly south of the swamp).

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 should find the Boatswain. 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 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 (it's 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 well both the passage and the cave in which the Boatswain sits. 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, 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.

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 SMS. 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, we jump into the hatch of the 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.

16. Find the boatswain, talk, drink, 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 pick up 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 Fly, show her the contents of the backpack and send it to the mainland, pick up a present from the military.

28. We speak with Fang, we read a terrible story in SMS, we run to a large swamp. We find the body of the Fly (I took everything just in case), 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, give back. 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 quickly return back.

32. We run back as fast as we can, we observe the catastrophe of an armored personnel carrier and a helicopter, mourning a dead friend, listening to Alexander Yakovlevich

33. We receive an invitation from the Black Doctor, go to the Hospital, GG is allowed into the previously closed back part of the Hospital.

34. We follow the communication of the characters, 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 the 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 Lucky Stone 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, we go to the Fly, we revive it, we go we speak with 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.

Due to the large number of questions about the further development of events, I give 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 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 - there we will see a character, after talking with whom we will understand what the authors will prepare for us in the next special.

40. We go to the teleport near the gate, look at the last surprise from Arkhara and with a sense of accomplishment we go for a walk around the ZONE and finish what we haven't done before. Who has completed everything - goes to complete the cyclic quests of the key NPCs and wait for the next special stage to appear.

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

Lightning quests and the search for an exit to 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 plant a bug in the PDA for us, let's go and deal with him. SMS exchange.

3. We go to the Control Bunker, we speak with Lightning.

Tip: We need a first aid kit.

4. Move forward to Limansk, Find a house with a Teleport, find what is left of the Wanderer, pick up the notepad, 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. 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.

8. Village. SMS exchange with Ghost. We go to the Pilgrim, show the Photo and ask him to erase the numbers from it.

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 Advanced Detector. SMS exchange with Lightning and Fang.

11. Take Camouflage Exa and advance to X-10. We sit in ambush. We wait.

Advice: It will 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.

Tip: Stay invisible until Korn opens the code door.

12. We fight off the Invisible Radio Operator Korn, communicate with Korn and Fang, select a camera and instructions.

Tip: It is necessary that during the showdown Korn is not injured, if he runs away from the door, there may be problems with further passage.

Tip: 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, pick up everything that failed.

13. We 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 see off to the Kindergarten.

Tip: 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. We get a link to Arkhara's profile on AMK.

Tip: We take mines for mining on the floor in a backpack.

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.

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 the Rifle and cartridges.

19. We go to Varlab, give Klenov a photograph and a fotik.

20. We go to Lightning. We are talking. We throw out all the isomorphs found in the teleport, in return we get various useful things.

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. We pass to the Cordon, the exchange of SMS with the 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 the Father of the Panther.

26. We leave for the base of freedom. SMS exchange with Father Panther. We take a picture. We calculate someone else's and talk with him.

27. Take 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.

Tip: 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 pick up the contents of the Cache and advance 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. We are waiting for her to go into the portal, we get the task to find a teleport in Limansk.

32. We find a teleport in Limansk, activate it and watch the video. Looking forward to another sequel.

Last Day and Dead City:

Important note

An attempt to load almost any save in the Dead City location led to game crashes for me. After restarting the game, the save is loaded and you can normally move on.

Arkhara wrote that he had such sorties only after the murder of GG.

So, the previous description stopped at the place when the GG finds a portal in the basement in Limansk.

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.

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 the 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). If you are lucky, then we collect the whole set and get the task to take the stalkers back. And if not lucky, then we think where to get the rest.

6. We lead 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 of the "Last Day" appear and SMS comes from Norman. You can fight enemies or run away from them. Let's 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 sniper's place.

The weapon disappears from the hands - we are not nervous, as planned, 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.

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 Duda, 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. Follow the positioner to the point indicated by Iskra in the note, get into the sewer and through it - to the teleport to Zaton. After running around the empty Backwater, we are waiting for the release of the next add-on.

Quests for"The Search for the Black Doctor's Exoskeleton" mod OOP

1. After we bring to Sakharov the collected scientific treatises from the three laboratories X-18, X-16, X-10, he wants to thank us and sends us for a reward to his debtor Volk, to the Artillery Warehouses (A.S.)

2. We come to the Wolf. It turns out that the gift is armor, but the Wolf agrees to give it to us only in exchange for the unique Black Angel artifact for his sick daughter, which he saw in the Rusty Forest on the Radar.Along the way, the Wolf asks to bring from his hiding place, in the same place in the forest, his steep trunk.

3. We go to the Rusty Forest on the Radar. We find an artifact in the forest"Black Angel" and Wolf's stash. During the raising of the NA, a large number of monsters spawn.

4. We bring the "Black Angel" to the Wolf. He, in gratitude, gives us a tip on the cache with armor on A.S.

IMPORTANT: Wolf has no dialogue about the trunk - we are not surprised, we leave the trunk with us and move on in the story.

5. We find the place indicated by the Wolf, in the cache we find the Fan's note. Reading.

Cache:

(Army warehouses, not far from the mercenary camp, near the stones)

6. We go to the Fan on Cordon to get our "blood and sweat earned"!

7. A fan says he lost to Bronik in poker with Krest. To redeem the bronik, you need to return the money debt. You can return the debt by collecting 15 pseudo-giant paws on order, you need to look for this flock in the Dark Valley (the area of ​​the downed helicopter). We go to the Dark Valley, we find the "family" of pseudo-giants, we collect the required number of paws. You can not look for the flock, but simply give the Fan 15 paws, if you have them.

9. We bring paws to the Fan, take the honestly earned money and go to return the debt of the gambler Fan to the Cross, to the Forgotten Forest.

10. Krest accepts a debt, but says that he needs his cool barrel (for which Wolf sent us to the Radar in his cache), we give the barrel and get information about the cache of the Cross with armor in the X-16 laboratory.

(Before entering Eastern Pripyat, stock up on ammo. There are many surprises)

15. We go to Eastern Pripyat to Dimak. We send him greetings from Kalmyk, asking how we can get out of here. For the exit from Eastern Pripyat, Dimak asks to bring him a lost, somewhere at the River Station, notebook.

16. We go to the River Station, along the way we are looking for De-Panthenol in the Hospital (de-panthenol lies on a wooden cabinet).

Also, "monoliths" can pick it up. therefore we carefully search the corpses .. We find a notebook at the River Station.

We take the notebook, ask Dimak where you can find the red brain of the controller. We receive an alarming SMS from Kalmyk (we do not respond to SMS, because all the ingredients are not collected). For information about the red brain, Dimak asks to bring a TV set from the house of culture.

17. We go to D.K. "Anniversary" we find a TV, we bring Dimak. We get the info where to look for the red brain and the coordinates of the transitions, entrance and exit to the X-8 laboratory.

Advice! Do not rush to leave, there are caches with very good contents at all locations of the ZP. No one gives tips on these caches, search all the nooks and crannies, you will find many surprises.

18. In the old KBO we find the transition to the laboratory X-8, we pass. We find a cache with a red brain.

19. From the X-8 laboratory we get to the Overpass.Advice! We are not in a hurry to run to the teleports, we examine all the nooks and crannies, the caches found are worth it.

20. Leaving the Overpass, we get to Eastern Pripyat. We go through the Red Forest (or use manual teleports) we come to the Swamps to Kalmyk.

IMPORTANT: who has not yet been to the Red Forest or, according to the main quests, N.S. , it's too early to go there, we go through the location quickly and don't talk to anyone and don't do anything! We give the collected ingredients to Kalmyk and learn from him that Ariadne was taken with them to Jupiter by the "tanks" of the Monolith. Our old friend, Dimak, can help us with the path to Jupiter. We return to the "expert of secret paths" - Dimak.

21. We arrive in Eastern Pripyat and turn to Dimak for help. For the transition to Jupiter, Dimak asks to bring him the lost PDA from there. And he advises to turn for help to the local merchant - Aahz. Which lives in the area of ​​Yanov station. We get the transition to Jupiter.

Who played the ZP, he remembers where the ventilation shaft is

22. We come to Jupiter and find Aahz. We ask him about the girl, the exit from Jupiter and the PDA lost by Dimak. Aaz asks about the girl, don't worry, he helped her and sent her to Agroprom, we will also find out where to look for Dimak's PDA. For the exit from Jupiter, Aahz asks to bring a laptop from the administrative building on the territory of the plant.

23. We go to the factory, we find a laptop, we go to look for Dimak's PDA,

at the same time we fight off a case with money for Buusty at the base of mercenaries.

Everyone chooses the sequence of the task for himself. Advice! After taking the case, do not rush to leave the base, look around, a pleasant surprise awaits you.

24. We go to Aaz we give the laptop.

25. We are treated, we patch up the armor, we check the ammunition, we change the diapers in the copy, then we go to the received transition from Aahz from Jupiter on the territory of the plant.

26. Again we get to the Overpass, and from there the Eastern Pripyat. We give the PDA to Dimak, ask if there are any more " secret paths and where they lead" Dimak says that there is another path from the Landfill to Chernobyl-2, but in exchange for information about it, he asks to bring him three parts of the "archive from the secret office" on Zaton. We get from it the exact sequence of searching for parts of documents.

28. We go to Dimak, give him three parts of the documents from Zaton and get the transition Dump-ChNPP-2.

29. On this, the so-called Wolf quest ends. But the game continues! Move on! Good luck!

OOP Quest Guide
The authors: SKORPION_70, duck.

Recommended: By this point, you should already have a task from Buusty to take the case with the money of the mercenaries on Jupiter. ( Buusty says that it is not important, you can go separately). And so - let's go!
1. We bring to Sakharov the collected scientific treatises from the three laboratories X-18, X-16, X-10. He wants to thank us and sends for
reward to his debtor Volk, to the Artillery Warehouses (A.S.)
2. We come to the Wolf. It turns out that the gift is armor, but the Wolf agrees to give it to us only in exchange for a unique artifact
"Black Angel" for his sick daughter, which he saw in the Rusty Forest on Radar. Along the way, the Wolf asks to bring from his hiding place, in the same place in the forest, his steep trunk.
3. We go to the Rusty Forest on the Radar. In the forest we find the art "Black Angel" and the cache of the Wolf.
IMPORTANT: in latest version, OOP+Collector+MA, Wolf's stash has been TRANSFERRED.
4. We bring the "Black Angel" to the Wolf. He, in gratitude, gives us a tip on the cache with armor on A.S.
IMPORTANT: Wolf has no dialogue about the trunk - we are not surprised, we leave the trunk with us and move on in the story.
5. We find the place indicated by the Wolf, in the cache we find a note from the Fan. We read. Attentively!
6. Let's go to the Fan on the Cordon to get our "blood and sweat earned"!
7. The fan says that there is no bronik, he, they say, lost it in poker to Krest. You can return the debt by collecting 15 paws of pseudo-giants on order, where to look for this flock The fan tells us about this.
8. There is nothing to do, we go to the Dark Valley, we find the “family” of pseudo-giants, we collect the required number of paws.
9. We bring the paws of the Fan, take the honestly earned money and go to return the debt of the gambler Fan to the Cross, to the Forgotten Forest.
10. Krest accepts a debt, but says that he needs his cool barrel (for which Wolf sent us to the Radar in his cache), we give the barrel and get information about the cache of the Cross with armor in the X-16 laboratory.
11. We come to the X-16 laboratory and find the cache of the Cross, there is a note from Adriana in it. Reading. Again - Attention! We look at the map with the transition point Agroprom - Swamps.
12. We go to the Agroprom, find the transition, go to the Swamps.
13. We find Adriana (not far from the transition to Agroprom, next to the neutrals). We talk to her. It turns out that the armor is UNIQUE! She asks to bring her, in exchange for armor, medicine for her sick father. Which Kalmyk can make.
14. We go to Kalmyk. From him we learn about the ingredients needed for medicines. We get a transition from Yantar to Eastern Pripyat and the task to talk with the local merchant Dimak.
15. We go to Eastern Pripyat to Dimak. We send him greetings from Kalmyk, asking how we can get out of here. For the exit from Eastern Pripyat, Dimak asks to bring him a lost, somewhere at the River Station, notebook.
16. We go to the River Station, along the way we are looking at the De-Panthenol Hospital. We find a notebook at the River Station. We take the notebook, ask Dimak where you can find the red brain of the controller. We receive an alarm SMS from Kalmyk(We do not respond to SMS, because all the ingredients are not collected). For information about the red brain, Dimak asks to bring a TV set from the house of culture.
17. We go to D.K. "Anniversary" we find a TV, we bring Dimak. We get the info where to look for the red brain and the coordinates of the transitions, entrance and exit to the X-8 laboratory.
18. In the old KBO we find the passage to the laboratory X-8, we pass. We find a cache with a red brain. Advice! Do not rush to leave, search all the nooks and crannies, you will find many surprises
19.From the X-8 laboratory we get to the Overpass. Advice! We are not in a hurry to run to the teleports, we examine all the nooks and crannies, the caches found are worth it.
20. Leaving the Overpass, we get to Eastern Pripyat. We go through the Red Forest (or use manual teleports) we come to the Swamps to Kalmyk. IMPORTANT: who has not yet been to the Red Forest or, according to the main quests of N.S., it is too early to go there, we go through the location quickly and do not talk to anyone and do nothing! We give the collected ingredients to Kalmyk and learn from him that Adriana was taken with them to Jupiter by the "tanks" of the Monolith. Our old friend, Dimak, can help us with the path to Jupiter. We return to the "expert of secret paths" - Dimak.
21. We come to Eastern Pripyat, we turn to Dimak for help. For the transition to Jupiter, Dimak asks to bring him the lost PDA from there. And he advises to turn for help to the local merchant - Aahz. Which lives in the area of ​​Yanov station. We get the transition to Jupiter.
22. We come to Jupiter and find Aahz. We ask him about the girl, the exit from Jupiter and the PDA lost by Dimak. Aaz asks about the girl, don't worry, he helped her and sent her to Agroprom, we will also find out where to look for Dimak's PDA. For the exit from Jupiter, Aahz asks to bring a laptop from the administrative building on the territory of the plant.
23. We go to the factory, we find a laptop, we go to look for Dimak's PDA, at the same time we beat off a case with money for Buusty at the base of mercenaries. Everyone chooses the sequence of the task for himself. Advice! After taking the case, do not rush to leave the base, look around, a pleasant surprise awaits you.
24. We go to Aaz and give the laptop.
25. We heal, patch up the armor, check the ammunition, change the diapers in the copy, then go to the received transition from Aahz from Jupiter on the territory of the plant.
26. Again we get to the Overpass, and from there the Eastern Pripyat. We give the PDA to Dimak, ask if there are any other “secret paths and where they lead” Dimak says that there is another path from the Landfill to Chernobyl-2, but in exchange for information about it, he asks to bring him three parts of the “archive from the secret office, on Zaton. We get from it the exact sequence of searching for parts of documents.
27. Next, everyone decides to go first to Zaton to look for documents or go to Adriana on the Swamps. If we don’t want unnecessary running around, we can first go to Zaton for documents. There, in strict sequence, 1. VNZ "Circle", 2. "Waste Processing Station", 3. Underground bunker in the "Iron Forest", we find three parts of Dimaku's documents and go to Cordon. On the Cordon in the Beginners' Village we find Buusty, give him the case and get a good reward. From Kordon we go to the Swamps to Kalmyk, we take ready-made medicines from him and go to look for Adriana at the Clear Sky base. We find, speak, give the medicines and get the long-awaited tip on the cache with the Black Doctor's armor on Yantar. We go to Yantar, find and take the armor!
Hallelujah! (Wow, I went for some bread...)
28. We go to Dimak, give him three parts of the documents from Zaton and get the transition Dump-ChNPP-2.
29. On this, the so-called Wolf quest ends. But the game continues! Move on! Good luck!



 
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