Where to find secret paths for a boar 2. Search for a box of provisions

The Secret Paths mod is a prequel to Shadows of Chernobyl and covers the main events of the Zone even before the Strelkom turned off the Brain Scorcher. In the game, as the heroes of the story, there are all the stalkers from the Strelka group: the Swamp Doctor, the Ghost and, of course, the Fang, with the search for which some players have difficulty. Meanwhile, finding Fang is not difficult if you know some of the features of the mod.

Acquaintance with Fang

First main character meets with Fang in Pripyat, after searching for documents in the bunker and numerous skirmishes with the adherents of the "Monolith". You can get the first quest to find the Fang after talking with the Ghost. He directs Strelok to his comrade, in order to help him, promising that he will be able to lead him to the swamps.

Fang is on the same floor, but on the opposite side of the building. At this point in the game there is a bug that is activated when talking to an NPC and kicks you out of the game with critical mistake. You can set the appropriate fix, or you can just save before the conversation: the bug does not always work.

Accompanying his partner to the transition to the swamps, while carefully guarding him, the Shooter learns that the Ghost asks to return back to him for a reward. After re-passing to the swamps, the Fang disappears in an unknown direction, and the player continues with the main questline.

Fang captured by mercenaries

In order to find the missing Fang, the player must complete a quest in X16's lab. This is yet another oversight by the developers to keep the main quest line consistent. In the X16 dungeon, the player needs to find a laptop that is hidden on the top ledge of a fancy device. It looks like an autoclave from the final video of "Shadow of Chernobyl", only it is placed vertically.

When the laptop is found, additional information appears in the quest list, indicating that Fang is being held captive by mercenaries. The player should go to the "Bar" location and exit the bandits' base from the side of the wild territories. There is a ruined farm in the wasteland, located a couple of kilometers from Bar.

There are eight mercenaries on the farm, most of them in reinforced body armor or exoskeletons. Therefore, it will not be superfluous to stock up on armor-piercing cartridges for your weapons. Having cleared the area of ​​the invaders, the Strelok receives a quest update and must talk to Fang. The NPC is located in the only stone building on the farm, in its central room.

Introduction

Secret Paths 2 is a new prequel to the original "Shadows of Chernobyl". New story line, which is intertwined with quests already known from TT, and which reveals more deeply the reason for the appearance of the main character in the Zone. The main goal that stands before him is now quite specific and clear. Quests that were known from HC5 and TT have undergone a lot of changes. Supplemented and adjusted, in order to correct a lot of errors and plot "gags", as well as to more fully reveal the main storyline.

Small tips for passing

From the very beginning, hang up the dosimeter and do not remove it to avoid problems with grenades. The dosimeter should always hang - even during a robbery, when everything can be put in a stash until the robbery itself - leave the dosimeter on your belt, also sleeping bag remains always with the GG in the inventory. Problems with grenades usually arise after robberies. The dosimeter should be one in the inventory and hang on the belt. The amount of trapped radiation can be viewed by pressing the TAB key (default). If, nevertheless, the grenades are no longer taken in hand, we begin to "shamanize", first we look to see if the second (third, etc.) dosimeter is lying around in the inventory - you should sell it and go to another location, throw out the grenades one by one and at once on the ground and select, remove / lay out / hang the dosimeter on the belt, put the ALL swag up to the underpants together with the dosimeter in a stash, take one dosimeter, hang it on the belt, take one grenade - it should be taken, after we pick up the whole swag NOT IMMEDIATELY but by the piece.

Make saves in key places, before moving to another location, before taking and turning in or after turning in tasks, especially if you are not sure that you have chosen the right road, or you don’t know if there will be an exit from the location you are going to go to. This will help to replay if something went wrong. Carefully read the dialogues with the characters, many hints are contained in the dialogues - you can make screenshots of the dialogues by pressing the F12 key.

Search the corpses of the killed enemies for the presence of quest items in them - amulets, parts of cards. The corpses after the reboot and even more so after the re-enter the location disappear.

With the release of the Update, many items are not only hidden, but can also be in different places for different players and when different walkthroughs, search more carefully.

Quest characters must be protected, well, everyone who plays Stalker should know this rule, there are others for those who like to shoot wonderful games. If you still killed the quest player, it’s better to replay, and not ask what to do, then you will get into an impenetrable plug, you will have to replay a lot more.

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

By the very passage - you will be robbed several times during the game, if this situation does not suit you, put your property before the robbery, then take it. The robbers take those things from the inventory that can be put into the stash, the rest remain with the GG and do not disappear during the robbery. The dosimeter does not climb and must remain on the belt, problems with taking grenades arise precisely after robberies. Also, some Persians, who, according to the game, need to hand over their property for a while, then when they return, not all things are given away - it is also better to dive before "undressing".
Now, after the robbery, the money taken by the robbers can be returned back - search the corpses of the offenders, in the inventory of the robbers you will see bundles of money - this is your money, also bundles of money may fall out of some corpses (not all).

On the first trip to Pripyat, you will be robbed to the skin, so you can put down especially valuable things either before going to the MG at the Lesnik, or stock up at Mozart and make a cache in the MG. Your money will also be lost. Before the transition itself, we carefully examine the sewers - we select Krol's diary from the floor, we will need it later.

Do not prescribe everything to merchants on your own - they can go for a walk, then you will not find it. Also, when prescribing a large number of items, "emissions" of these items from the inventory of merchants occur, which leads to the game freezing and even to a dead freeze. It is better to prescribe if you know what you are doing and only quest items when they are lost. If you don’t know, don’t take it, it’s better to ask in the topic - maybe you can do without this item, there will be an incentive to go through the mod a second time. If you really want to register something for trade - register in a single copy, to get several items of the same type, it is better to make a save / load next to the merchant - the item will appear again on sale. Before prescribing, make copies of the files that you will edit so that you can return them back in case of unsuccessful editing, you should also return the original files after you have received the items you are looking for and the need for them has disappeared. In case of unsuccessful edits and rollback of corrected files to their original state, load saves made before making edits, otherwise glitches cannot be avoided.

Keep an eye on the level of captured radiation - more details about the levels are written in the description of the mod. Hang arts on your belt in accordance with their properties and make sure that radioactive arts are compensated by arts that remove radiation, it is also desirable to compensate for the harmful properties of some arts with the useful properties of others, cook arts - modifiers usually have more pronounced positive properties, and negative ones decrease.

Quest Character Hints (1)

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

When we go on a mission to search Vasiliev it is advisable to kill the controller before meeting with Vasiliev. Vasiliev can be stupid in the cave - we go down into the cave and push him in the ass, he should get out, if you run ahead of him, then he can stay there. You can save before going down into the cave and talking with him - the next save - after he leaves the cave, it is better not to save in the cave. We help at Yantar Vasiliev fight off zombies, how the task works, we approach him and talk, we escort him to the camp and talk with Denom, and only after talking with Denom go to the bunker Sakharov.

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

Don't refuse to help Dyaku in shooting the military at Chernobyl-1, he will then give a tip on a case with medicines for Solomon. He also has to shoot the spy. If he died at the hands of the military - replay. If he cannot shoot the spy, then he dropped his barrel, sell him a loaded barrel, or throw it next to him, he will pick it up and do his dirty work, otherwise you will have to get your hands dirty by killing a neutral stalker.

When rescued Ghost from mercenaries on assignment Paramedic it is necessary to protect him from injury (and, of course, from death), because during treatment Strelkom consisting in the Monolith, Ghost will also become a Monolith and become an enemy after being brainwashed Paramedic. Ghost sent to kill Charon, a quest character, so we are not in a hurry to finish him off, but respond to the message Paramedic approach him.

Another quest character - Fang, also needs protection when it leads to show the transition from Pripyat to the Swamps. Then Fang will show up at the AC, where he will have to be rescued from the mercenaries once again. On AC Fang will appear after completing all tasks Count and also find documents in X-16 - a laptop.

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

The paramedic migrates from the stadium to the house with the grocery store, so we do not delay the search for PDA for Borova and a trip to Pripyat, for a copy of the PDA to Ghost we must go before the assault on Bar, Ghost will send to magician, and the one to Paramedic. Paramedic in the grocery store will not give a task to kill magician, will move to the deli after storming the Long Bar.

Magician stands behind the fence near the transition to the Swamps, you can approach him using the teleport on the garages, we read carefully the dialogue with ghost. Way back from magician is located near the same garages from the outside - the teleport will return the GG to the location's play area.

When you first enter the Bar, find a stalker Sukhatoy and talk to him, then Prince and again with Sukhatym- several branches of the plot begin with a conversation with him - work on Prince, search for a cache Semetsky and then search for PDA Borova. Immediately take from Prince task to deal with the stalker Zheka- the search for the cache will begin with it Semetsky. Don't forget to talk to Borovoye- he will say that Count, the local head of security under the brothers, there is a job for GG. First task Count can be performed immediately on the same location - it won't take much time. You can also go directly to the mechanic Potapov in the Bar and take the task of finding a minigun scheme - a killer thing when sorting out with crowds of evil spirits. To start searching for a PDA Borova you need to complete all the tasks of "Debt" in the TD, get the TD-Kordon transition, when we return to the Bar - we hand over the hard drive Prince and we approach Borov- ask him about work - not to be confused with cyclic quests.

Many die before the task is completed by a stalker named Noodles. I advise you when we go towards the Landfill from the Bar for the first time in the last turn to go to extreme bandit in the Bar in the bar itself and take an order from him for noodles, save after that and run to the Junkyard if a death message is received noodles- can be replayed. This character loves to die in anomalies, get caught by wild boars on fangs and climb under the bullets of bandits, kill him and not necessarily - just talk to him. Further, he is not needed - most likely he will die. Gives guidance on antiquary, you will have to ask about it Borova.

After talking with noodles are looking for Zheku- he is in the depot, you can find and tanker in the Dump behind an abandoned parking lot - he will talk if they picked up a stalker's diary in the sewer of the MG Krola, or approach him after the first descent in X-18 - there will be fewer monsters on the second visit to X-18. Tankman gives a tip to the place where the bioradar was dropped.

Lefty, whom he asks to find and persuade to join Freedom Lukash, asks to bring him a weapon and a suit - they must be fully functional and be in the inventory in a single copy. After you brought him everything that he requires and gave it away, do not go right after him, try to be out of the a-life zone with him, so he will get to the AU without problems, but it’s better to be in other locations, he needs some time to go on AS. In the line of sight, even if you do not see him, he may die. If you go after giving him the equipment immediately to the Dump, you can see him wandering around the Dump, here he can be killed and the mercenaries that meet when we carry rifles from Besa Petrenko, and boars can meet, and the bandits at the checkpoint are also unlikely to let him through. Also in a-life, he can fall into an anomaly. I after talking with Lefty going down to Varangian in the dungeon while running in circles Lefty already quietly gets to the AU. For insurance, you can hang a label on Lefty and watch it move - you can also make sure you don't get too close to it.

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

Petrenko will appear in the TD after the successful defense of the "Debt" from the attack of bandits in the first run into the TD. Gotta talk to Voronin, then with Sobolev and again with Voronin.

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

Miser With screw immediately take their positions after we take the task of storming the Barrier.
The guard of the "Freedom" at the armory appears a little later.

Quest Character Hints (2)

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

Sviblov with a group of diggers is on the Radar and the first approach to it must be done according to the instructions Whistleblower to help the diggers. Informant gives a parcel to send to him, it contains food, first-aid kits, vodka - in general, everything that Informant gave you need to bring and give intact Sviblov, make sure not to overspend the first-aid kits and not use them up from the parcel, the task will hang. Some go to the Radar from Yantar for the first time and find Sviblova dead - in theory Sviblov seems to need help, so you need to approach him by taking a task from Whistleblower, it is not necessary to enter from the AU, but the parcel should be conveyed. Do not leave monsters and enemy NPCs near the group's parking lot Sviblova. Also do all the quests. Sviblova in the first approach to it - on a superbloodsucker, on a traitor and go down to X-10 for documents and a system manager. First, take the system unit on the upper level, it is often thrown by the burers, it is located in the room in front of the room with a slot through which the exit from the X-10 is visible. After you find everything in the X-10, try to clear all the enemies, so that later there will be less problems in subsequent visits.

When you receive from Count hint that Sviblov can give a transition to the MG, then get ready to immediately follow it and go. Grab the radio for Zahara give along the way. Transfer from Sviblova in MG is temporary and then disappears. If you receive a tip from Count but not yet ready to go to MG and to Sviblov there's still work to be done, just don't start a conversation with him about the transition. Do not forget in this campaign in MG to find a character on the outskirts of MG who will clarify the situation with Mahomet. A trip to the MG should be done before the assault on the Bar "Dolgoy".

Mahomet will find you himself - you just need to finish the dialogue with Sidorovich on Cordon when he will move into his rightful place. Semetsky in the Sarcophagus will appear after talking with Mahomet.

If we took some task and completed it, we don’t delay with its delivery. After the assault on the Bar with the "Debt", some characters from the Bar molt - so try to complete and turn in all the tasks to the questers in the Bar before the assault. After the assault on Bar Dolgom you will not find Borova, Count and Pathfinder. Prince will be killed. If there are any tasks for them, complete them before taking the Bar, the last moment is before taking the Bar card from Borova.

Crossings in Secret Paths 2 (1)

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

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

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

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

After moving to Pripyat, we fall into the clutches of the "Monolith", the memory of the GG is completely knocked off and he begins to faithfully serve the "Monolith". Further, the transitions are issued by the leader of the "Monolith" Charon, sending the GG to perform various tasks.
  • Crossings Chernobyl-Sarcophagus-Control Bunker-Pripyat

    The transition to Chernobyl-2 (this is the northern part of the Chernobyl nuclear power plant, we will call the southern part Chernobyl-1) is issued along with the task of Charon to destroy the "infidels". The transition is located in the upper part of the Sarcophagus (the interior of the Chernobyl nuclear power plant) in the room where the Monolith stone itself is located. We climb the reactor, see a stone and a teleport, dive into the teleport and find ourselves on the wall, then go along the inclined beam of the destroyed structure into the hole in the wall and go left all the way, then turn left again and find ourselves at the transition.
    The return passage to the Sarcophagus will be located in the central part of Chernobyl-2 near Solomon.
    Charon's next task is to clean up the Control Bunker of the Monolith, you need to get into it from Chernobyl-2 where in the Original PM we leave the Bunker at the end - on the western side of Chernobyl-2, the transition is indicated on the map. At the end of the game, this transition will disappear.
    After that, Charon will send to Pripyat for medicines to the Paramedic. The passage to Pripyat is located at Chernobyl-1, in order to get to Chernobyl-1 we go down to the basements where the burers were shot on the first assignment. At the end of the corridor in the mine with a broken spiral staircase there will be a transition, in this place in the Original we get into the Sarcophagus from Chernobyl-1. From Chernobyl-1 it is not difficult to find a passage to Pripyat. Who passed the Original PM can easily find all these transitions. These transitions will be permanent until the end of the game except for the transition to the Control Bunker.

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

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

Further in the course of the game, we will have to open or get transitions between the main locations, well known from the Original PM and other mods, most of these transitions will be permanent. Temporary transitions will be specifically noted.

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

  • Transitions from speakers

    The transition to the Bar will be issued by the Informant for a special folder that must be brought from the AS Base, where the "Freedom" is settling in, the Pathfinder will talk about the transition after a tip from Lukash - so you have to bring the "Svobodovites" to the AS Base.
    We also get the transition to the Radar from the Informant along with the task to help the diggers led by Sviblov. Here, one should take into account such a moment - the first approach to Sviblov should be exactly on the instructions of the Informant, and the package should be delivered safe and sound. You can not immediately take the task to help the diggers, but combine the trip to the Radar with other tasks at this location, the main thing is not to get carried away with going through other branches of the plot, and not to end up in a situation where you need to go to Sviblov on another task and on another transition without taking tasks for help from the Informant, you can catch the already dead Sviblov or lose him further for "incomprehensible" reasons.

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

In the passage we run into the need to get to Yantar. The first entry to Yantar must be made through the Wild Territory (DT - it is also the "Rostok" plant adjacent to the Bar).

  • Hike to Yantar

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

On Yantar we meet with scientists, for completing tasks, Professor Sakharov issues transitions from Yantar to other locations.
  • Transitions from Amber

    On diesel fuel - we get it as soon as we find the transition from diesel fuel to Yantar;
    To the Radar and back - after tagging mutants;
    To Agroprom and back - after disassembling with Associate Professor Dorodin in TD.
    Transitions from Amber and back are constant.

Crossings in Secret Paths 2 (2)

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

  • Crossing Radar-Pripyat

    It begins, oddly enough, with the stalker Sukhaty, who asks to help with the rescue of friends from a gangster prison. Without a conversation with Sukhaty, the Prince will be silent, there will be no talk about the hard drive, about the debtor Zhek, which will give the first fragment and the task of collecting all the fragments of the map with Semetsky's cache. After we bring the hard drive to the Prince, we approach Borov and take the task of finding the missing Courier and the PDA with him. After the failure to search for the PDA in the TD, the message "Talk to Borov" pops up, we talk - and he says that the Svobodovites have reconnoitered the road to Pripyat, we talk with Lukash and we undertake to bring some radioactive container from the Radar, in exchange for it, Lukash will give the Radar-Pripyat crossing. The transition is permanent. Container search can also be combined with Diggers and Prince.

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

    The baker, to help in finding bags of flour at the AC, gives a tip where you can find the MK-Bar crossing, we are looking around the swamp in the south of the MK behind the plant with zombies, we examine the boulders near the swamp.
    An informer for a couple of artifacts "Tears of the Chimera" will issue a Radar-TD transition. On the Radar, it starts at a dead end where the Prince stands.

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

    From Kordon to Agroprom - located on Kordon near the western end of the railway tracks:
    From Agroprom to Kordon - located in the south of the location near the gate in barbed wire, there are many anomalies and wild boars nearby;
    From DT to AS - located behind a fence at the northwestern end of the railway tracks, there are many anomalies, dogs and pseudo-dogs nearby;
    From AS to Yantar - located in a hollow near a fallen helicopter, Svobodovites from the Barrier can pick it up. There is one important note about this transition - do not use it until you have opened a regular passage to Yantar through the DT, there will be no way back. I also do not advise using it without special protection against radiation - we cook art, look for a good suit, when descending on Yantar we pass the radiation barrier and you can grab a lot - up to death ( in the Update, this "guide" opens the path from the AS to the TD - thus getting to Yantar bypassing the standard path through the TD will not work).

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

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

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

    The Doctor gives a flash drive for the Pathfinder as well as a guide dog, which will show us the path from the Swamps to the MG and further to the AC.
    The trail that starts in the Swamps and up to the AU through the MG on the tip of a guide dog is constant. Take care of the dog during the journey from the Doctor to the start of the trail. Next, we take the flash drive to the Pathfinder in the Bar and he tells where to find the "Superconductor" - he will open the reverse path from the AS to the Swamps through the MG. "Superconductor" should be looked for in the dark from one to two in the morning at the speakers along the edges of the location. Art glows and is clearly visible, located in a place where no one walks and picks up. Before starting the search, I recommend saving, if you didn’t manage to find it, then just reboot and run to other places. The trail starts from AS in MG, there we carefully look at the map and look for a transition to the Swamps. The path is permanent.

After the assault on the Bar by Dolgom, the Hog, the Count and the Pathfinder disappear from the Bar, so all tasks with them should be completed before the assault on the Bar. Then the Bartender says that the Doctor needs help and sends to Fang to find out the details, Fang also says that you need to go to the Doctor. This is where the path opened with the help of the "Superconductor" will help. In the Swamps, the Doctor will ask you to bring him something, after which he will give a transition from the Swamps to Pripyat and further to the denouement of the plot at the Chernobyl nuclear power plant.

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

Art Mod Recipes

In the Secret Paths, you can change the properties of some artifacts. To do this, you need to find a transmutation recipe, have the right art and find the corresponding anomaly described in the recipe. Artifacts have different properties - positive ones are displayed in green, negative ones in red. When hanging art on the belt, it is advisable to strive for the total sum of the various properties of all the hung art to be positive side, especially for arts that induce radiation, and remove it.
There are several chains of artifact transformation - from simple to absolute.
Absolutes, as a rule, have mostly only positive properties, maybe one negative one that can be compensated by other arts.
Recipes are found in different ways - some are in the stash, others in the course of completing tasks as a reward. To get an absolute you need to have a complete
chain of recipes, so try not to miss finding them and not neglecting the completion of tasks.
The first recipe that you can get - from Sakharov on the first visit to Yantar for the cyclic quests to find / bring, bring a stack of snork and the recipe for "Tears of Elektra" will be displayed in the PDA in the "Help" - "Recipes" section - a very useful modification to start with. If you missed it - it's not scary, you can get it after the next call to Sakharov. This recipe starts a chain of art modifications up to Tears of the Chimera.

List of modification recipes (1)

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

    Artifact "Drop"- has the following protective properties: -10 radiation and -18 stamina - removes some radiation but increases fatigue.

    Recipe for Tears of Elektra:
    We throw the "Drop" at the anomaly "Elektra" - we get "Tears of Elektra" with the properties of -10 radiation and +18 stamina - it also removes radiation and increases stamina.

    Recipe for "Tears of Fire":
    "Tears of Elektra" are thrown into the "Frying" anomaly and we get "Tears of Fire" with the properties of -20 radiation.

    Recipe for Tears of the Chimera:
    "Tears of Fire" are thrown into the "Jelly" anomaly and we get "Tears of the Chimera" with protective properties -30 radiation, +40 protection against telepathy and +5 bullet resistance, and also worsens health -150 and increases bleeding +153.

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

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

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

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

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

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

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

Many are addicted to the massacre of Charon's guards in the sarcophagus ( in the update it will not go unpunished ) by looking at their barrel, and one of the guards has the first recipe for another very interesting and useful chain of art modifications. Approach the guards and ask what they need, but don’t take the task to bring, then, as required, collect it, come up, take the task and then turn it in. One of the guards wants to eat and he asks to bring him 5 cans of stew. Where to get? One can be bought from Solomon. Three can be bought at once from the Paramedic. Mahon for an artifact" Gold fish"Get 4 cans. There are options, they can drop from the dead. For 5 cans of stew we get the recipe for "Porcupine" - it removes radiation very well.
  • Chain of recipes "Porcupine"

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

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

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

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

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

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

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

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

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

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

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

After returning Solomon's parcel to the Bartender, we receive the first recipe via SMS in the "Films" art modification chain.
  • Recipe chain for the "Film" artifact

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

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

    Recipe for "Scales":
    We throw the "Skin" into the "Carousel" anomaly - we get the "Scale" with the following properties - health +150, chemical burn +35, bullet resistance +7, increases bleeding +111 and radioactive +5. We get the recipe from Prongs for helping to free friends from a gangster prison.

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

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

List of modification recipes (2)

There is one interesting recipe that is not included in the chain of art modifications - the recipe for "Symbion". This artifact is obtained by boiling four arts at once in the anomaly "Kolodets" - "Jellyfish", "Drops", "Blood of the Stone" and "Thorns". We throw out the arts in turn in the "Holodets" - if all four arts are thrown out and the anomaly accepts them, then there will be a white flash. This artifact has the following data - reduced stamina -18, increased bleeding +56, reduced resistance to rupture -15, from positive telepathy protection +50 and radiation protection +10. It seems not so hot what parameters - but! This recipe can be found in X-18 in a backpack on the first entry into the Dark Valley, when there are few art modifications and recipes, arts for cooking it are not rare and often found, two such arts are on the belt and controllers are not afraid, plus +10 defense against radiation - this parameter does not affect the rate of radiation output, but is added to the protection of the suit, it helps a lot when completing Caesar's task on Yantar.

From the point of view of bullet resistance protection, the following chain of recipes for modifying the "Mom's Buses" art is very interesting.

  • Recipes for transformations "Bus"

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

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

    Recipe for "Great-grandmother's Bead":
    We throw "Babkin's Beads" into the "Kolodets" anomaly, we get "Great-grandmother's Beads" with the following parameters - health +150, bleeding reduction -422, bullet resistance +3, radioactive +7. The recipe is given by the Paramedic after rescuing the Phantom in Pripyat from the mercenaries.

    Recipe for "Babka Burer's Bead"
    :
    "Great-grandmother's Beads" are thrown into the "Carousel" anomaly, we get "Burer's Grandmother's Beads" with the following parameters - health +200, radiation removal -10, bleeding reduction -500, explosion protection +10, bullet resistance +15, reduces stamina -18. The recipe is given by the Varyag after passing the "circles of hell" in the dungeons of Agroprom.

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

    Recipe for "Fire Pacifier":
    "Empty" with an explosion protection parameter of +20 is thrown into the "Electra" anomaly, it turns out a "Fiery Empty" with parameters of endurance +33, protection against burns +30, weakening of protection against electricity -10.

    Recipe for "Bright Dummy":
    The "Fiery Empty" in the "Electra" anomaly is converted into a "Bright Empty" with the parameters stamina +66, burn protection +30, weakening of protection against electricity -15.

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

    Recipe for "Pudding":
    "Moon Empty" is converted into an anomaly "Jellied" into "Pudding" with the following properties - stamina +18, burn +40, electricity protection +40, chemical burn protection +15.

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

Search for Semetsky's cache

In the Secret Paths there are several cross-cutting ones that do not affect the passage of tasks, but are very interesting in terms of the results of the finds. I will describe the search for the cache of the legend of the Stalker Zone Semetsky. It starts with taking the task to deal with one stalker from the Prince in Bar, first you need to go to the stalker Sokhatom in Bar and take the task from him to help in the release of his friends from the prison of bandits, without this the Prince will be silent and we will not see any cache. We find the desired stalker in the Landfill, his name is Zheka, we talk with him and he gives us the first fragment of the map indicating the cache of Semetsky as payment for him to the Prince. From the moment the task is taken, the found fragments will be displayed in the PDA in the "Journal" section, until the task is taken from Zheka, the found fragments are displayed in the inventory.

  • This is where the fragments of the map with the cache of Semetsky meet. Described as they are in my walkthrough, your order may differ:

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

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

Search for parts of the minigun circuit and amulets

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

Parts of the minigun schematic:

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

The search for amulets begins with the task of Sviblov - to deal with the traitor. After completing it, we approach and shmon the corpse of Fedi the Robber, we don’t find anything, but there will be one amulet in the inventory, it seems like they removed it from the neck. Then, in a conversation with Sviblov, we ask about him, he sends for clarification to the Stranger, he will appear right there. We talk with him, make a screen of the conversation - for those who are especially forgetful, he tells what kind of amulets they are, where some can be found, the rest are located according to the plot and cannot be passed by. There are six in total.

Search for amulets:

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

    Stamina +182
    Burn +20
    Hit +40
    Electroshock +20
    Break +20
    Radiation +20
    Telepathy +30
    Chemical burn +20
    Explosion +20
    Bullet Resistance +20

List of quest items

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

  • two "Night Stars" or 10 tails of a blind dog- the Paramedic will need it for medicines for Charon, one is immediately in the box at the lower level of the Sarcophagus, the second (and more if you're lucky) can be found at Chernobyl-1 and at the stadium in Pripyat; dog tails can be shot at Chernobyl-1 - as soon as you left the Sarcophagus, I advise you not to approach Dyak, but run around the location and collect art, we will also meet several dogs and jerboas along the road - be careful, there is a radioactive zone nearby, six more tails can be removed from dogs that spawn at the crossing to Pripyat if they received a tip from Diak on a container with medicines for Solomon at Chernobyl-1, if they found this container on their own - these dogs will not be;
  • five cans of food- to the guard of Charon for the recipe, we buy - one from Solomon, three from the Paramedic in one approach, from Makhon for the "Golden Fish" you can get four cans, they may end up in the corpses during the search;
  • another guard of Charon asks five PDAs- gives a grenade launcher to domestic barrels "Bonfire", and Solomon's guard asks for five bottles of vodka, gives a TT pistol, these items are not particularly important, but finding five PDAs or five bottles of vodka is difficult at this stage of the game, so do not take tasks if in the inventory there are no items you are looking for, if you find it - come up and take the task and hand it in right away, if you don’t find it - it wasn’t really necessary;
  • two "Crystals" or two "Films" to the bartender for the transfer to big earth Solomon's parcels, one will be given out by Caesar on Yantar after completing his task, another one can be caught during the assault on the base at the AS, either near a dilapidated tunnel with psi- and radiation zones, or at one of the military, it is advisable to search all the corpses. I start the search while still in the Monolith - in the Sarcophagus and in the Control Bunker there are a couple of boxes in which different artifacts can randomly fall out, I always knock out the "Crystal" from one, there is also a box in Pripyat behind the fence next to the future transition to the Swamps - this box I break into the first run in snorks. the box usually does not survive until a later moment, the "Film" can be obtained from Sakharov through a cyclic quest - but this is a long time and we will only get one "Film" at a time, another "Film" lies in the destroyed tunnel with "Electras" on the diesel engine;
  • two golden slices A fan for the recipe, one will be in the Bar in a building with a door supported by boxes, we climb from the roof through a hole, we will find the second in the Garbage when we look for part of the minigun scheme, we meet on DT on Yantar, we just get there later in the game;
  • 5 bottles of vodka, 5 cans of canned food, 5 sticks of sausage, 5 first aid kits- a parcel from the Informant to a group of diggers - we need to transfer it safe and sound to Sviblov, when we approach the diggers they are all wounded, we are not fond of treatment - we can overspend the first-aid kits from the parcel, first we give the parcel, then if there are first-aid kits left, we can heal the wounded, they themselves heal each other;
  • assault "Abakan"- the Prince asks for weed for the guard of the "Freedom" weaponry, comes across several times, the first time he gives out General Voronin for help in fighting off the attack of bandits on the first entry into the TD, a couple more times can be randomly issued for cleaning up mutants near X-18 and for a hideout of bandits, another one lies in the inspection hole of the garage on the DT, if, nevertheless, not a single one is left by the time the Prince asks him, you can exchange it with Petrenko for two " sea ​​urchin", "Sea Urchins" can be randomly exchanged with Kruglov for "Heart of the Controller";
  • jar monpasier- one, the Monk will need it at the AS according to the quest for PDA Borov, search the corpses, caches may fall out, also jars with monpasier come across on the corpses of the military, Yarofeev has one;
  • mercenary science suit and Grozu for Lefty, the suit and Thunderstorm must be in good condition and in a single copy in the inventory, the extra ones can be thrown into a safe in the barracks where Lefty is standing, the scientific suit of mercenaries first comes across in Pripyat, you can repair it at Mahon and take it with you, it can also fall out (if you're lucky) from the mercenaries during the release of Lefty, the suit and weapons should be repaired by merchants and not used, the slightest wear and Lefty will not accept them, even the mercenary scientist is on sale from Borov;
  • "Fiery soul"- He will ask you to bring Lefty for an upgrade of the gravity suit;
  • "Mica", "Crystal", "Goldfish", "Soul", "Ruby Spring", "Flash"- Lefty will ask you to bring these six artifacts for repairing the universal detector found in X-18 on the instructions of Fang;
  • two " fireballs" - Kruglov for a tag on a bag of grass, can be found on the DT in the tunnel with "Frying";
  • "Crystal Soul Bengal"- To the informant for establishing the location of Semetsky's hiding place using an incomplete set of map fragments;
  • two "Tears of the Chimera"- Informant for crossing Radar-TD;
  • five "Cobblestones" or five "Crystal Souls of Bengal"- to upgrade a nanosuit from Semetsky's cache, before upgrading, you need to have one set of art, another one needs to be laid out, then we put on the suit and the corresponding artifacts are assimilated by the suit, there are two "Cobblestones" in the cache;
  • 3 burer arms, 3 cat tails, 3 poltergeist eyes and a "Ruby Battery"- The doctor in the final will ask to bring, for them he will give a transition from the Swamps to Pripyat.

Artifact "Heart of the Controller"

Interesting according to the results of Kruglov's quest to search for the "Heart of the Controller". The first artifact must be found in the swamp of Agroprom, the detector that gives Kruglov is hung on the belt. We save until entering the psi-zone, go into the psi-zone - the message "Artifact found!" pops up! - we are looking for it, it can be both on the surface of the lake and in the trailer itself, if we haven’t found it, we reboot, the main thing is that the save be done before entering the psi-zone and before the message about its discovery, the artifact can spawn somewhere in the wrong place, easy to search at night - the artifact glows. We take the found artifact to Kruglov and refuse the reward, we take the detector instead of the reward - now you can look for the "Hearts of the Controllers" in other psi-zones. When it is found, a monster will appear, most often a controller, there are bloodsucker and burer. The search for other art can also be done after saving before entering the psi-zone. After finding the psi-zone degenerates and the next time you enter the location, it will no longer be there. For the "Heart of the Controller" Kruglov can give an elite anomaly detector - he will always have this dialogue now, be careful - do not pick up these tasks if you have already received the detector. Also, the "Heart of the Controller" will be needed by the Lecturer on the TD, for which he will give a tip where to look for the "Snake Eye", the artifact with which we will find the "Klondike of Artifacts", should be in the inventory when we go to the TD in search of the Klondike.

Psi-zones on locations:

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

Trade and repair

In the Secret Paths there are several merchants who can sell unwanted swag and buy supplies. They will buy from you cheaply and sell dearly - many do not like this situation, but Stalker is not an economic simulator, and money in the Zone is not the main currency. But you can exchange the necessary supplies and weapons from merchants for art and spare parts of mutants. I will describe who, what and for what can be changed. If I missed something or saw an inaccuracy, please write in a personal.

  • Mahon- "Monolith" merchant, becomes inaccessible after being brainwashed by the Paramedic:

    "Stone Flower" - 3 packs 5.45 ordinary, 1 first aid kit, 1 anti-rad;
    "Blood of the stone" - 2 first-aid kits;
    "Gravi" - 3 packs of 5.56 ordinary, 2 first aid kits, 4 sausages;
    "Night Star" - 5 packs 9x39 SP-6, 2 scientific first-aid kits, 2 antirads;
    "Golden Fish" - 5 packs of 5.45 BP, 2 army first-aid kits, 4 canned goods;
    "Chunk of Meat" - 3 packs of 5.45 ordinary, 2 first-aid kits, 4 sausages;
    "Soul" - 5 packs 5.56 AR, 3 scientific first-aid kits;
    "Crystal" - 5 packs 9x39 PAB-9, 2 army first aid kits.

  • Paramedic- Doctor's assistant, standing at the stadium in Pripyat, at the end he will move to a house with a grocery store behind a Ferris wheel, changing parts of mutants in bulk, 10 pieces each:

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

  • Miser- Trader "Freedom":

    Ammunition
    :
    2 "Drops" - 3 packs 5.56 AR;
    2 "Blood of the Stone" - 3 packs 5.56 ordinary;
    2 "Sparklers" - 3 F-1 grenades;
    3 "Slime" - 2 army first aid kits.

    Weapon:
    "Cobblestone" - SIG SG552 Commando;
    "Tears of Fire" - SIG SG551;
    "Symbion" - М16А1;
    "Ruby Spring - Colt M4A1;
    "Golden Hunk" - FA MAS Prototype 3;
    "Drop of the Soul" - SIG 550 sniper.

  • Hog- brother merchant in Bar:

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

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

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

    Parts of mutants:
    eye of the flesh - 300 rubles and 3 cans of canned food;
    hoof of a wild boar - 500 rubles.

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

  • Petrenko- merchant "Debt":

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

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

  • Bartender- merchant on Cordon:

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

    Weapon:
    40 tails of a blind dog - MP-7a3;
    30 pseudo-dog tails - shotgun SPAS-12;
    25 bloodsucker tentacles - submachine gun "Bizon" chambered for 9x18.

    According to cyclic tasks from the Bartender, you can get the following:

    Parts of mutants:
    tail of a pseudo-dog - 200 rubles and 3 packs of shot;
    bloodsucker tentacle - 300 rubles and 3 packs of shot.

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

  • Zakhar

    8 tails of a blind dog or
    6 boar hooves or
    6 Chimera Claws or
    2 "Cranks" changes to 5 packs of shot;
    6 bloodsucker tentacles or
    "Chunk of Meat" or
    2 "Jellyfish" changes for 5 packs of 5.45 ordinary;
    8 pseudodog tails or
    "slug" or
    "Stone Flower" or
    "Gravy" changes for 3 first aid kits.

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

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

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

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

    Artifacts:
    "Sliz" - 1000 rubles, 1 scientific first aid kit, 1 F-1 grenade;
    "Slug" - 500 rubles, 2 scientific first-aid kits, 1 F-1 grenade;
    "Crystal" - 1000 rubles, 2 scientific first-aid kits and a scientific CN overall;
    "Battery" - Knights SR-25 rifle.

  • Sakharov- scientist in the bunker on Yantar:

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

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

    Parts of mutants:
    snork's foot - 300 rubles and 1 scientific first-aid kit;
    flesh eye - 300 rubles and 1 scientific first aid kit;
    boar hoof - 300 rubles and 3 scientific first-aid kits;
    tail of a pseudo-dog - 300 rubles and 1 scientific first-aid kit;
    bloodsucker tentacle - 500 rubles and 1 scientific first aid kit.

    Artifacts:
    "Gravi" - 2500 rubles and 1 scientific first-aid kit;
    "Medusa" - 3000 rubles and 1 scientific first aid kit;
    "Fireball" - "Film";
    "Moonlight" - 4000 rubles and 3 scientific first-aid kits;
    "Sea Urchin" - 8000 rubles and "SEVA" overalls.

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

A few more merchants

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

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

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

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

Frequently asked Questions

  • I can't get into the cave (other hard-to-reach places) - use full crouch keys ctrl+shift , if you reassigned the keys - I advise you to reset the default settings and reassign without touching these keys.
  • Decreased health, lack of first-aid kits - a large level of captured radiation, to see the level, press the key TAB - in the lower right corner, a counter window appears with the numbers of accumulated radiation, the scale shows whether the GG is in the radioactive zone or left it, the dosimeter must be on the belt, over 600 the health level quickly begins to decrease up to death. We correctly use and hang artifacts from radiation on the belt, with high levels of captured radiation, you can replay from earlier saves and try not to fall into areas of increased radiation. Using a single antirad reduces the level by 20-30 units, slightly reduces the level of health and requires jamming.
  • Sees double, but health and radiation levels are normal - GG has not slept for a long time, it is undesirable to lay out a sleeping bag, it does not disappear during robberies, just like a dosimeter, it is sold by many merchants.
  • Where is the decoder in the Sarcophagus on the assignment to shoot the burers - the decoder can also lie in an arbitrary place but not further than two rooms located one above the other on the lower level of the Sarcophagus.
  • Can't find Solomon's canned food crate - a box with canned food in the Update can be located in any of the two grocery stores in an arbitrary place, look carefully, look into all nooks and crannies.
  • Where to find the Informant folder - the folder for the Informant at the "Freedom" base in the Update can be located in various places, the places found so far are located along the railway tracks, we look into all secluded places, wagons, under beams and destroyed buildings.
  • Where is the bag of grass for the Prince on AS - also in various places, Kruglov can put a mark on the bag with the exact location for two "Fireballs".
  • Can't find three helmets for St. John's Wort - look into all the concrete rings, including the broken ones, if you still haven’t found them, then most likely they were picked up by the Phantoms that are standing there in ambush, search the corpses right away - then they will disappear.
  • How to get into courtyard plant on Yantar on the instructions of Caesar - Caesar gives a suit with good protection against radiation, put it on and hang art on the belt that removes radiation, inducing radiation is better to remove, be sure to remove ruby ​​art - they are not just radioactive - but also accelerate the accumulation of radiation. Especially useful art there will be "Symbions" - they add protection to the suit from radiation. We leave the swamp and the helicopter, we approach the border of the slope and the wall of the plant - here there will be a radiation barrier that must be overcome without delay, save in case of a replay when high level captured radiation, then we go along the outer part of the location and go around the factory building with north side, we go into the courtyard - poltergeists fly there, look for what we are looking for for Caesar and return back the same way, we also need to overcome the radiation barrier back.
  • Can't get to the magician - we carefully read the dialogue with the Ghost, the teleport beyond the boundaries of the game part of the location is located on the garages, the reverse teleport is located near the garages from the outside.
  • Weapon does not fire - a fuse is introduced in the Update - we switch with the "0" and "9" keys.

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

Forester

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

On the territory of this location, protect the professor who was attacked by zombies, and then go inside the bunker. Before that, you need to talk to Dan. Go to Sakharov and ask him for the medicine. He will give you medicine for the forester. There will also be a transition to the forest.

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

Below you can see the video Walkthrough Stalker 2: Hidden Paths:

Search for a box of provisions

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

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

Return back to Layla to pick up a box of provisions for the forester. Go to Izotov to help him get to the transition point to the forest. Give the box to your friend and talk to him again.

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

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


Grieg

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

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

Charon's Quests

When you find yourself inside the bus on the territory of Pripyat, then chat with Mervyn and complete his task. After that, you will find yourself inside the Sarcophagus, where you should talk to Charon. Go to the lower floors to kill the burers and find the decoder, and then give it to Charon.

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

But that's not all! Now you will need to kill the enemies inside the Monolith control bunker. Do it: it's simple, because the desired transition points are marked with markers.

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

Go to Solomon to take a new task related to the loss of 3 cases. Look for them, guided by the markers, and then return to the quest giver. Take another quest from him. You will need to find a food box. Go to the grocery store on the territory of Pripyat and take the box. Also proceed to the territory of Chernobyl-1, where you will need to find medicines.

Near Solomon is another character - Roma Shtyk. After talking with him, start a new task related to finding stops from snorks. Kill the enemies and collect the stops. Another soldier will be walking nearby, who needs a bottle of vodka. After taking the quest, go to Charon.

In turn, he will send you to Mervyn, who needs to be trained. Go to the Monolith and do whatever you need to do. Return to Charon to direct you to the territory of Pripyat, where the doctor is located. He needs to take his medication. After leaving the Sarcophagus, you will meet Diak. Help him, at the same time make the character take the weapon of one of the dead, or sell him one of your trunks.

Afterwards, talk to Deak, who will give you a hint about the location of the medicines needed by Solomon. Go to the territory of Pripyat, where you will find the container Solomon needs. Everything is quite simple!

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


Paramedic

Inside the deli, look for a box of food, and then return to Charon to turn in all the tasks and give the medicine. Follow again to Solomon and give him the food and medicines found, while pass the feet of the killed snorks to the Bayonet.

Helping Mahon and interrogating a spy

To continue the passage, go to Charon. It is necessary to find Makhon, as well as to assist in the defense of the base on the territory of Pripyat. This base was raided by mercenaries. Run to Pripyat and talk to Mahon. He, in turn, would like you to clear the House of Culture from enemies. So do it.

Talk to Mahon after completing the quest to continue Walkthrough Stalker: Hidden Paths 2. After that, kill the opponents on Lenin Square. Turn in the task and follow Charon's instructions to Mervyn, who is waiting for you at the Pripyat hotel. This is where your learning continues. Having done everything that is required of you, return to Charon.

Now you will need to interrogate the spy, who was detained and guarded by Dyak, at Chernobyl-1. Ask questions of interest, after which the Deacon will kill the prisoner. Go back to Charon. Moving to the Sarcophagus, you will receive a message from the paramedic, who asks you to meet him.

Passage of game Hidden paths 2. Ghost missions

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

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

Follow the bunker with the Monolith control panel, killing the enemies that stand in the way. If there is such an opportunity, then recapture the modified VAL assault rifle from Mahon. You can hurt Mahon and then heal him so that he becomes a friend and you can repair and exchange.

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


Solomon

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

swamps

Upon meeting with the doctor, you will learn that you need to find and kill the Swamp Thing. Complete this quest and then head to the roadblock where Grig is waiting for you. The character will send you to a meeting with Kent, where you need to take measurements. Escort the NPCs, kill the opponents, and then proceed back to Grieg. You will find out where the transition point back to the forest is.

Once in place, help the forester by killing the cats. Go to the hunters on his own assignment, talk to Stoop and go to the Greek. Help him fight the boars, then follow Zakhar to continue. walkthrough Stalker: Hidden paths 2.


Zakhar

When you go to the transition point, then let the dogs bite Zakhar to cure him. So you will make a friend out of Zakhar, thanks to which you will avoid trouble in the future. Arriving at the place, talk with the desired character and hand over the letter addressed to Sokolov. You will receive a transition point to the army depots.

Army warehouses

On the territory of this location, talk to Lukash to receive a task from him related to the capture of a military base. Help Lukas. DEFINITELY take new barrel, which will drop after killing Belchuk. Return back to Lukash to report on the completion of the quest.

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

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

Follow the informant, who requires you to find a special folder located in the Liberty base. After doing this, give the folder to the informer to get a transition point to the location with the bar. The character will ask you to deliver food to the miners at the Radar location. So there will be a transition point to the right place.

Radar

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

Quests in the Bar

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

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

At the request of the Count, go to the helicopter, find the boxes and documents and give the character. Next, he will ask you to find weapons for the Prince. Give it to the Prince on the Radar, after which the last character will send you to the army warehouses, where you need to get boxes and documents located on another document. Take it all to the Count.

Tasks of the Prince and General Voronin

Also inside the bar you can find Prongs, with whom you should talk to take the task. Then go to the Prince and talk to him. You need to find the hard drive of this character, and then deal with Zheka from the Landfill, who owes the Prince. Talk to Sukhaty again to find out exactly where the hard drive is.

Go to the Garbage, where you should find Arkasha and take the task related to the murder of Noodles. Then find Zheka to find out from him about Semetsky's cache. Look for a tanker, with the terms of which you have to agree.

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


Captain

The general will offer you a task to destroy mobs inside X18. After completing it, go inside to pick up the hard drive needed by the Prince, after which, according to Voronin's quest, look for Zhila. When you agree for him, you will learn about the hideout of the bandits. Find his location and return to the general to get a path to Cordon.

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

Go to the territory of the Garbage to return the found "Thunderstorm" to the tanker. Give him the diary. Follow the Prince on the territory of the bar to hand over the hard drive and money as Zheka's debt.

You'll get new quest associated with the plan bag. Visit Prongs and turn in the previous mission to him, and then get to Hog to find out the location of the antique dealer. Now you need to find a courier.

In the army warehouses, where you have already visited earlier, look for a bag with a plan and return it to the Prince. Ask Voronin at the base of Duty about the courier, then go to the factory and free the character. You will find out where the Borov PDA is located. Find him by the marker, as a result of which you will receive a message from the Hog himself and you can continue Walkthrough Stalker: Hidden Paths 2.

Passage of game Secret paths 2. Varyag's task

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

Go through four circles, take the weapon to Petrenko and get a gift that should be given to Bes. Do so, and then return to Borov, so that he sends you to Lukash.

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

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

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

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


Wolf

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

Sidor's mission

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


General Smith

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

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


Colonel Brown

On the territory of Agroprom to continue walkthrough Stalker: Hidden paths 2 meet the doctor and take the crate that the Baker needs from him. Visit the tracker to take the quest to find the "Guide" artifact. He will also ask you to talk to the Lector. Visit the Count to receive a transition point to Rostock and Amber, as well as a quest related to the conversation with Caesar.

In the army warehouses, you must talk with the Miser, to whom you will give the finished bread. After that, the man will need help in finding a case on the territory of Rostock. Agree to help.

Pass the resulting gravity suit to Lefty to improve it.

Walkthrough Stalker: Hidden Paths 2: Sprout

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

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

Kruglov needs the Controller's Heart artifact, so agree to help. Return to the railroad workers and give them three helmets, then chat with the Lector and agree to a new quest. On the same Rostock, set a mark on the pseudo-giant and take the “Liquidator” artifact that the ranger needs. Give the item to this character.

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

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

The murder of Doronin

Travel to Agroprom to find the Controller's Heart, the artifact Kruglov needs. Take it to the NPC and, on his instructions, visit Voronin. Turn in the quest, in which the mutants were marked, to Professor Sakharov. A transition point to the radar will appear. He will also give a new task related to the elimination of Doronin. Visit Den to find out where Doronin is, as well as exchange a sniper rifle for artifacts.

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

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

Head to the X10 lab, where you just need to pick up the scientist's diary. On the radar, find the "Snake Eye" and return to the informant. Give the two artifacts he needs to collect the reward.

Chat with Sakharov, for whom you should have already found the diary of a scientist from the X10 laboratory. After that, the man will adjust the helmet for you. Head inside Lab X16 to find a laptop and other items. There will also be a letter that will have to be taken to Fang. After doing this, you will receive a task related to visiting the X18 laboratory. You will also learn about the PDA that Borov is looking for. When meeting with a monk, new information will appear, as well as the conditions for obtaining that same PDA. Head to the bar to give Potapov the instructions for the minigun and find out when it will be possible to pick up the weapon.

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

Help Layla complete Stalker: Hidden Paths 2

At Sviblov, using the Count's tip, you can get a transition to the Dead City location. Sviblov will also give you a quest to find Karina. Visit Layla, who will send you to the forester. In turn, the forester will give a task in which you need to visit the hunters. Sokolov's radio should be given to Zakhar, but Karina's coordinates can be obtained from Sukhaty.


Karina

After freeing Layla, guide her to the right spot to find the PDA. Move forward to the transition point to the swamps, where you will have a talk with the doctor and give the flash drive obtained from the ranger. Visit the Dead City, where you will meet Fim. After talking with him, through the warehouses get to the tracker. On the territory of the warehouses themselves, look for the artifact "Superconductor", as well as the PDA that Borov needs. Give it to the quest giver.

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

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


Leila

Pripyat: final

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

Once you meet the tracker, decide which ending to end with Walkthrough Stalker: Hidden Paths 2.



 
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