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Complete walkthrough of Stalker Narodnaya Solyanka
Searches for the missing expedition


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

Quest for Arhara's laptop:

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

The search for the Phantom and the killers of Fang begins


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

Finding the Fang Killers:

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

Searching for the Phantom:

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

Clear Sky Quests:

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

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

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

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

Quests of the Cat or search for the Black Doctor:


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

Search for the box and safe of the mysterious stalker


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

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

Continuing the search for the mysterious stalker:

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

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

Fang quests (Hikes to Warlab, Red Forest):

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

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

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

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

Continuation of Fang's quests in the Old Village:

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

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

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

Generators or the elusive stargazer:

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

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

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

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

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

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

The Last Day and the Dead City:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Guide to Narodnaya Solyanka 2010 + OOP

Description of the passage of the main plot branches, all the main problems are covered and answers to the most frequently asked questions!

So, let's begin.............

Firstappearance in the Zone -Conversation with the Stargazer.

In the house on the left we are looking for supplies :)

On the farm on the right under the wall there is a box - vodka (for passing under the bridge)

We don’t wet the warrior- the main quest is for the Artmodifier and you can always exchange army first aid kits for vodka.

NO WAY In any case, we don’t go to the military checkpoint (to get swag there, etc.)

As punishment, they send a landing force and the village comes to a quiet end :(

Arriving at the village(on the way to search the military man), we talk to the doctor, drink the medicine and instantly wake up in the Cave.

Let’s not be afraid, look at our feet, and get equipped.

It is not necessary to wet all the living creatures on the first visit!

The main thing for us is to get to the miner (standing on the upper level in the far cave)

We kill the bloodsuckers with a shot in the head - pressed against the wall in the corner of the cave (it is advisable to rise higher).

After talking with the Miner, we drink the medicine and again at the cordon.

Brief reminders along the way game - Memorable for a beginner :)

Nychka shooter at Agroprom- Kill everyone at the entrance, go into the hole there and you will be thrown onto the stairs at the entrance to Strelka’s hole.

1. First, we run up the spiral staircase to the teleport that appears at the top.

2.After the teleport has disappeared, we run into the hall where we meet the Bloodsucker for the first time.

3.Well, the last teleport that will lead us to the hiding place is located in the tunnel with the Electras.

There, take the PDA and turn off the teleport. There's also a flash drive right there.

Bar. You need to take the task for the X-18 (TD) from the bartender on your first visit and complete it! (and you can’t refuse, otherwise there will be flights later)

Laboratory X18- Bandits. We kill all the bandits, but lose the quests for them, or give a first aid kit, bringing the interrogated person back to life. Borov's box on the corpses of scientists. We escape from chimeras like this: along the flat fence there is a stone, climb on it and death is damned.

Yantar X16- Be sure to save Kruglov, together with Sakharov they will throw you a suit and a psi-helmet. Complete their quests, they are not difficult, you will get an anomaly detector, a super thing, plus an excellent armored man

ENTRANCE to the Laboratory is not through the doors (teleport), but through the window on the left.

Conductor, Thunderstorm - Find the conductor, he will tell you about the Doctor, he will tell you about the detector for the Chernobyl nuclear power plant door. After passing the Radar, a ghost will appear. There is a thunderstorm everywhere, among the bandits at the ATP, at the Chernobyl Nuclear Power Plant, among the debtors in the warehouses. You decide.

Radar- It doesn’t seem complicated, at first there’s trouble with the art, they turn into cobblestones, put them out at the bus stop, then pick them up. Examine the corpses of scientists.

Pripyat- Let's bring down the snipers, look for the Swamp Doctor. During ejection into the basement.

Chernobyl NPP 1- They are pressing from all sides, the military, the monolith, the ejection... hold on. There is a crowd of military men at the entrance to the dungeon, look for Sakharov's bag. ( don’t linger too long - leave at least 5 minutes before release)

Searches for the missing expedition

1. Search the corpse of special forces soldier Andrei, near the viaduct on Cordon. (the viaduct is the tunnel under the road from the newcomers' village to the bridge)

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

Quest for Arhara's laptop:

1. Talk to Dan (in early versions he was on the Cordon, later he moved to the Swamps).

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

The search for the Phantom and the killers of Fang begins

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

Finding the Fang Killers:

7. Let's talk to Voronin. He asks for Psycho's flash drive.

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

Searching for the Phantom:

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

Clear Sky Quests:

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

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

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

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

Quests of the Cat or search for the Black Doctor:

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

Search for the box and safe of the mysterious stalker

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

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

Continuing the search for the mysterious stalker:


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

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

Fang quests (Hikes to Warlab, Red Forest):

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

1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we receive the task of reconnaissance of a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can simply stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, take the mercenary’s notebook from him. Not far from the corpse we receive an SMS from Fang.
5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
6. We talk with Lukash, we learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. I came across 3 backpacks in total - in the elevator shaft at the top, on the “central” landing at the entrance in the room with green metal lockers, and in the hole under the flight of stairs in the room that is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio back and find out that the big guy wants to talk to us.
9. We speak with Dembel, we receive the task of picking up a stuffed dog from Lukash’s headquarters. We get the coordinates of the transition from Warlab to AC.
10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear (Sergeant Kostylnoga), we take the disk from him.
11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
12. We go to the AS, find a backpack in the Svoboda weapons room and take a prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the stuffed animal to Dembel and the armored armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We talk with the boss and understand that the showdown with Le Havre was baby talk, but there is a big plus - Marked is now helped by 3 immortal characters. We help Panther and her guards clear Warlab from mercenaries.
15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
17. We go to Lukash and give the mercenaries’ signet.

It is possible that some of the quests described below are not necessary to complete the plot, but I have not checked the relationship between them. Therefore, I describe it in the order in which I went through it myself.

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

Searches for the missing expedition


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

Quest for Arhara's laptop:

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

The search for the Phantom and the killers of Fang begins


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

Finding the Fang Killers:

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

Searching for the Phantom:

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

Clear Sky Quests:

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

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

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

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

Quests of the Cat or search for the Black Doctor:


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

Search for the box and safe of the mysterious stalker


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

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

Continuing the search for the mysterious stalker:

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

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

Fang quests (Hikes to Warlab, Red Forest):

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

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

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

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

Continuation of Fang's quests in the Old Village:

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

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

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

Generators or the elusive stargazer:

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

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

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

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

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

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

The Last Day and the Dead City:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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