Psi antenna

Klyonov reveals that he needs a functional Psi-generator to finish his work on artificially recreating the Poltergeist's Heart. A signal from one has been detected in... Cordon, somehow.
== Walkthrough ==
The approximate location of the antenna is marked on your map; it's on top of the [ overturned death truck] in Cordon. On approaching it, you will experience double vision, and waves of mutants will spawn. Getting too close to the antenna will result in being teleported away from it, so you'll need to fight out the waves. Every time your screen does that flash, the antenna is summoning more enemies. These are on a simple timer and are not dependent on you having cleared the last one.
Here is a list of all the mutants spawned in this quest in approximate order:
* Izlom ×3
* Ghostly electro-chimera, Pyro-chimera, Psionic
* Ghoul ×3, Swamp bloodsucker ×2, Mosquito zombie
* Exploding zombie ×2
* Zombie granny, Witch, Ghostly Fly ×8
* Pyro-controller, Librarian
* Hornet ×5
* Gopnik zombie ×10, Leaping Pseudogiant ×3
* Big mutant bear ×2, Electro-controller
Fighting all this while having occasional double vision and flashes is hard. If you need refuge, you can find it atop the tree near the [ ruined house] nearby - climb to the roof, then jump to the tree. You can gather most mutants under it and kill with grenades (except for controller variants).
Once the waves are exhausted, the psi-antenna will induce the last empty flash. Then you can approach it and pick it up. It weighs 40kg and will be a lot to lug around if you have other business.
Cart the antenna back to Klyonov.
== After the quest ==
After giving Klyonov the antenna and leaving the area, you'll receive several messages:
* If you didn't complete Raid on the Hospital yet, Sviblov will urge you to go to the Hospital and do that.
* A message from Pilgrim to see him in Old Village.
* A message from Panther explaining that somebody threatened to kill her brother (Kolmogor), so she escaped the Pilgrim's eye to meet the blackmailers in an unknown place.
== Notes ==
* The "Typhoon" Turret can easily take out most mutants, but it will choke on mosquitoes and exploding zombies. A better placement for the turret is near the spawner itself; it will thin out the enemies while not being in range of your grenades.
* Just three Electrica grenades can take care of almost the entire swarm, but they also have a huge range so you can end up dead as well. Napalm grenades are lower radius and are a good option to safely clear out tanky targets like the mosquito zombie (who is especially vulnerable to fire).
* The exceedingly lazy can drag all mutants back to the invulnerable Akim and clear the quest without firing a shot. In fact, there's a good safe spot on top of the checkpoint where you can hide while he goes to work. However, the game will attempt to punish you by spawning a large group of plague flies or mosquitos along with every wave.
== Bugs ==