recursal/Fanatic-Fandom huggingface dataset:
Flamethrower repair

For defending the Barrier, Cap gave you a broken flamethrower. Screw promises to fix it, but still needs some parts.

* Some pipes. Screw advises to visit Sidorovich for them.
* Pressure gauge. Can be obtained under the bandit base in Dark Valley, in the boiler room.
* Burner. Visit Vasily for it, he must have one.
* Vodka ×10, a Fireball, and 25000RU as a payment for work.

Parts of this quest are not tracked.

## Walkthrough

To start the quest, talk to Screw with the Broken flamethrower in your inventory. You have two options in the dialogue: repair the flamethrower, starting this quest, or sell it for 2500RU as scrap, avoiding it entirely (and losing a great weapon).

### Pipes

Go and speak to Sidorovich. He won't have pipes in stock as there's no demand for them, but will direct you to Lyokha Tambovsky, a new NPC at the Dump at the Duty checkpoint. He will ask for SSP-99 Ecologist suit and Antirad ×10. Bring all this to him, and he will mark the location of the pipes on your map.

The pipes can be found inside the shelter in one of the garbage heaps, and a controller will be walking near the marker.

Enter the shelter. It's one of the most radioactive places in the entire game - you need at least **-270Ci** on your artifacts to neutralize it.

You have to find the Pipe inside the shelter; there are 3 spawn variants, all of which are shown on the video below.

### Pressure gauge

The entrance to the boiler room under the bandit base in Dark Valley is shown on the picture.

The Manometer can be found on top of a still in one of the rooms.

### Burner

Go and speak to Vasily. He will agree to give you the burner for completing his Experiment.

### Screw

Return to Screw and give him the broken flamethrower. Wait a day for him to repair it, and give him 25000RU, Fireball, and 10 Vodka, as agreed.

## Notes

* Tambovsky can be given an ecologist suit in broken condition. As of now, 35% is the lowest that has been tested.
* Tambovsky is notable for having cyclics for commonly-found broken pistols and a rather easy to complete chain quest for underbarrel grenade launchers. He moves to the train hangar after your initial dialogue with him.
* The flamethrower has huge damage, but poor range, and it can't be aimed precisely. Ammo for it is heavy - the weapon is 20kg when fully loaded. It's good for close range fighting with tanky enemies such as librarians. The most useful application is mosquito and plagued zombies, as they are vulnerable to fire and the flamethrower has more range than their attacks.
* Flamethrower's tank capacity is 300 rounds, but the flammable mixture comes in 150 round "stacks". Instead of fully filling the tank, you can load just one stack into it, nearly halving the weapon's weight.
* If you don't intend to use it, keep the flamethrower in a container around the Freedom base. You can unload and refill it at Screw to stockpile Flammable mixture for the much more powerful flamethrowers later on.
Golem's stash

Immediately after filling the Reserve stash with supplies, you hear a distress call over the radio. A stalker named Golem is called for help, as a controller pinned him down in an apartment building with a grocery store on the first floor, near the bus station.

## Walkthrough

### Helping Golem out

Head over to the bus station, and kill the controller and his zombies. You won't save Golem, but his body can be found in a house directly north to the bus station.

Pick his PDA up to find out about a stash with a unique artifact; the mission will start, and Golem's note will get added to the task description in your PDA. Golem stole it from the bandits, and was about to sell it to Dragunov. He hid the artifact inside the Arena in the Bar; it can only be accessed while participating in combat in the standard Arena.

### Getting the stash

Wait until Arnie announces the Arena day. Select a mutant fight with no time limit. Tushkanos work best; you can kill most of them and the last one won't be a hassle.

The stash is semi-transparent, almost invisible (similar to the Invisible stashes questline, except that it does not make a sound). Here are the possible spawn spots:

## Notes

* Serpantine has one unique property: while you're wearing it, you don't receive shock on looting zombified stalkers. This is extremely useful during Stay alive.
Grand Theft Auto

Deserter wants to leave the Zone, and needs your help with it, promising a machine gun as a reward. You have to do several things for him:

* Drive a Zaporozhets from the Dark Valley to the tunnel at Agroprom, for him to be able to escape
* Get him a permit to drive though the Cordon checkpoint. Only special forces have them; a large group of spetsnaz has been sent to X-18 to avenge the death of the previous one (probably referring to Get out of Dark Valley), they should have such a permit.
* Get either SKAT-9M military armored suit or SKAT-10 military armored suit for him to be able to cover his face, and two Gas canisters to fuel the car.

## Walkthrough

### Permit

Travel to the abandoned factory to see the special forces group Deserter was talking about. There's 13 of them, and one of them has the permit.

### The car

The car can be found behind the storage reservoirs at the gas station.

After trying to open the door it becomes clear that the car is locked. Go to Skimpy to ask about the keys (Deserter mentioned that it was bandits who stole the car). He will agree to give you keys if you defuse the hideout inside one of the garbage heaps at Dump, leading to Demoman. Complete it and receive the keys, on one condition: you have to take the car at night, so the other bandits don't spot you and take you for a carjacker.

After **22:00**, come to the car, unlock it by pressing F, fuel it up by pressing F twice (you have to have two Gas canisters with you), and drive it to the tunnel at Agroprom, into the spot marked on your map.

Speak to Deserter and receive your reward. After this quest, he will leave the Zone and disappear from the game.

## Notes

* Make sure to take the south path around the hangar in the Dump. The car does not do well with driving over train tracks.
Monolith Control Bunker

The secret bunker inside the Chernobyl NPP. The Monolith is controlled from here, and C-Conciousness can also be contacted from here.

## Transitions

* from and to Sarcophagus: unlocked during Secret laboratory
* to CNPP-2: door in C-Consciousness room is unlocked after giving Owl's note to Ghost after A Farewell Note
* to Dump: created during Report to Lightning

## Interactive map

This location has no in-game map to base the interactive map on.
HK 417 "7.92"

The HK 417 "7.92" is a modification of the HK 417 "Sniper" chambered for 7.92x57mm Mauser rounds.

### Usage

The HK 417 "7.92" is highly damaging, extremely accurate, and comes with an 11x zoomable scope. It is very flexible and can be used in both short and long range engagements.

Its weaknesses include comparatively low RPM for automatic/burst fire and no underbarrel grenade launcher option. If you typically use your primary as a single fire headshot machine, this gun will be the strongest and cheapest to maintain of all the automatic smallbore rifles in the game while also being more forgiving than the slow bolt-action options.

### Ammunition

7.92x57mm ammunition is rarely dropped by enemies, only select Wehrmacht soldiers in Zaton. However, it is also available for purchase at many merchants across the Zone, including Sidorovich, Vasily, Syak, and Lutsenko at extremely affordable prices. The lowest price is 3000 RU for a pack of 20 rounds at Lutsenko, making it one of the cheapest smallbore rifle rounds.

Mauser rounds are not only cheap, but powerful as well. When fired from this weapon, they have more base damage than any other smallbore rifle rounds outside of isomorphs and powerful bolt action weapons like the ORSIS T-5000. They are notably stronger than the 7.62x51mm NATO rounds fired from the original HK 417 "Sniper", which are very difficult to acquire en masse.

## Location

* Max's reward for Disguise
* In the safe next to Billy in Chernobyl-1

## Notes

* One required for Akill's chain.
* Most smallbore rifles only have optics that go up to x8 or x9 magnification. The additional bump up to x11 ensures this weapon gets use out of its good accuracy and range.
Hidden threat

In exchange for information on the military's purpose in the Swamps, Kuznetsov gives you a rather difficult task - you need to take out five mobile anti-aircraft guns in CNPP-2 used by Monolith to take down military helicopters.

**This quest has a card from Kuznetsov's deck.**

## Walkthrough

The territory of CNPP-2 is heavily protected by Monolith (one of them carries M60), turrets and Shilkas themselves (they're equivalent to APCs).

All Shilkas besides the last one are directly visible from the roof section of the plant, so the mission will be a bit easier if you teleport onto the roof with a Monolith teleportation device. Having the PTRD and BPOs binoculars will also make the mission easier.

Here's the schematic of the safe visibility lines for turrets and Shilkas, assuming that you come from the Sarcophagus:

1. Turret on the building, semi-obscured from the top by a pipeline
2. Shilka
3. Shilka
4. Turret on the building, under the satellite dish
5. Turret on the green shed on the building
6. Shilka, best visible from the building roof
7. Turret on the first floor roof
8. Shilka
9. Turret on the catwalks halway up the building, on the corner
10. Turret on the lower section of the crane
11. Shilka

Most of the Monolith troopers are camping on the roofs, try taking a vantage point to see them all. One Monolith tank near the transition from Monolith Control Bunker will have a playing card from the Kuznetsov's deck. His initial location is marked green on the picture above.

Upon destroying all 5 Shilkas, turrets, and Monolith, return to Kuznetsov. He will say that Akula's squad (the same guy you killed at City clearing operation) caught some stalker who told them about the existence of some unique thing that exists in the Swamps. Apparently, it was enough for them to send reinforcements, and now they are trying to clear out the surroundings, including Agroprom.

After talking to Kuznetsov, an urgent SMS from Adrenaline comes through informing you that the military are about to assault the central complex in Agroprom. Head there to start The defense of the complex.

## Notes

* This is a good time to farm long-range kills for Barkeep's quest Long shot, if you still haven't done it with the Monolithians that spawn for that quest specifically.
* The Shilka only shoots from one of its guns (bottom left), which is probably used for gameplay balance, as four guns would shred Strelok instantly.
Liniment

Vasily sends you to the pump station, to get some healing liniment from Kalmyk to help his knee pain.

## Walkthrough

*(note: you need to be able to not die from an RGD-5 explosion for this quest; an exosuit would come handy)*

After looking around at the pump station, you don't find anyone. However, you notice a suspicious backpack on the floor inside the hut, with a grenade inside. After trying to take the grenade it explodes - it was a booby trap.

As you regain consciousness, you find yourself surrounded by Kalmyk and his group of stalkers. Talk to him, and he will blame you in being a burglar. He will offer you a little job to pay for your trespassing, see Kalmyk's container for details.

Kalmyk will exchange his ointment for Vodka ×3 or Cigarettes Lucky Strike ×3. Get 3 ointments from him and report to Vasily.

## Notes

* You can actually "find" the grenade without getting this quest, just walk into the pump station any time and pick it up for Kalmyk to appear.
* It will be impossible to survive without stacking some resistance to explosion damage first.
Limansk

## Transitions

This location doesn't require transition unlocking; as long as you unlock Red Forest, you unlock Limansk as well.

* to Hospital: available immediately, but blocked with a teleport. The teleport is removed with the Anomaly annihilator obtained in Disappeared courier.
* to Generators: speak with Yuri Semetsky after Wanderer

## Out-of-bounds exits

* The tree just west of the construction site can be jumped onto to reach the areas out of bounds.
* After Wanderer, the antennas provide an easy avenue to reach out of bounds.

## Notes

* The route to the northern part of the location (and the Hospital) will be blocked until Disappeared courier as mentioned above.
	+ However, you can simply jump over the fence to avoid the first teleport and reach Hospital by walking onto the transition from out of bounds.
Jamming devices

After walking into Central Pripyat, your PDA begins displaying an error screen. Doctor tells you that the Monolithians have set up six jamming devices at elevated points throughout the area along with turret emplacements to defend them, and we have to take them out.

## Walkthrough

Doctor has notated the locations of the jamming devices on our map, but in order to even view the map you'll need to go to the northern part of the stadium which is out of reach of the jamming devices.

The teleport to the rooftops activated through Alpinist's notes will be very useful in this quest, as it lets you get to appropriate vantage points to take out all six devices.

One jamming device is on the top of the crane in the southwestern part of the map, while another is on the Ferris wheel in the northeastern section. Other than these, all should be easily visible from the rooftops.

Return to Doctor after destroying all of them and your PDA should be working normally again. Doctor will express his reluctance to participate in the wholesale slaughter of mutants, but Strelok assures him he will only be needed for medical support.

## Notes

* Similar to those found in Anomaly scanners and Security breach, these devices are highly resistant to firearm damage but weak to explosives and melee damage. The PTRD or Fenrir's Cheytac M200 will work well to destroy them from range.
Necessary measure

Claw is reluctant to hand over the PDA the Monolithians were after until we take care of his zombified friend Whip at the Prometheus cinema in Eastern Pripyat. He doesn't want Whip to suffer, so the kill must be done with a single clean shot to the head. He'll give the PDA to Arnie, who we can see after the task to pick it up.

You have to talk to Akill about the developments before heading to the cinema, but you may want to fully clear the cinema before speaking to him.

## Walkthrough

If you didn't clear the area beforehand, the cinema will still have the crawling poltergeists and Monolithians hanging around so the area will be difficult to assault head-on. Try to draw out the squads without committing to a full-out push, as the infestation in the buildings themselves is extremely heavy.

Whip is in the second floor of the northern building along with a hunter-controller. Taking him out in one shot isn't too difficult as he's dressed in a simple black Monolith suit. Return to Arnie after completing the task for the PDA, which happens to be Dragunov's. This opens Repeater.

## Notes

* Similar to Old friend, this quest is much easier if you are still under the truce from the Monolith parade.
* Climbing the building containing the Kalter VMK stash gives you a great safe spot to snipe controllers and other priority targets like the Parasite and Mosquito zombie before heading down. Once those are taken care of, you can freely run around the large zombie pack to herd them into a single mass before using anomalous grenades on the mob. Vortex grenades are especially effective and reliable against zombies.
Item condition and repairs

Armor and weapons degrade when used and damaged (by anomalies, explosions, bullets etc).

Guns have a chance to explode into your face when used in condition below 10%.

Melee weapon damage decreases proportionally with condition. Knives cannot be used to carve mutant parts when in condition below 10%.

## Field repairs

Field repairs are performed with portable repair kits. Drag the repair kit onto the worn item to repair it. You'll only be able to repair items in 80%+ condition, with a repair kit adding 5%. Always carry some repair kits with you. The easiest source of repair kits is exchange with Skimpy.

## NPC repairs

Guns and armor in condition from 15% to 80% can only be repaired by NPCs for some percentage of the base item cost:

Each armor repair will also require one Black Energy artifact (two if the condition is below 50%). Black Energy artifacts can be found on locations and inside stashes, or bought from Sakharov in bulk for cheap, after completing X-16 in the SoC storyline (Get out of laboratory).

Each gun repair will also require one or two Black Energy artifacts, and one or two donor guns using the same ammo. Donor guns must be in the condition better than 10%.

### Unique item repairs

Certain unique and rare guns don't need any donors to repair, as finding donors might be hard or impossible. They cost twice as much to repair.

Show/Hide list

* "KORD" Machine Gun

* "KORD" Tank Machine Gun

* Minigun M134SM

* Minigun M134 "+2"

* "Poltergeist" flamethrower

* Collector's flamethrower

* Flamethrower "Screw's System"

* RGM-40 "Knuckles"

* 6G30

* 6G30 M209

* 6G30 "Zeus"

* KS-23M "Drozd"

* Franchi SPAS-12 "Carabiner"

* Sawed-off TOZ-34 "Tot"

* Stutzer "Tyrannosaur"

* Stutzer "Veinbane"

* Desert Eagle "Long"

* VSSK "Backwoods"

* Fenrir's Cheytac M200

* CheyTac M200 "Intervention"

* PTRD

* "Strikeback"

* Glock 41

## Melee repairs

Repairing melee weapons can only be done with melee repair kits. They are **exceedingly** rare and are only awarded for chain quests and certain hoarding quests, so there's the limited amount of them in the entire game. For this reason, repairing melee weapons is not worth it, and using artifact handling gloves isn't either (unless you have a backup pair), as they are considered melee weapons. Unlike ordinary repair kits, melee ones are multiple use and work for almost any condition starting from 5% and up.
Gravysuit upgrade

To start this quest, speak to Vasily while wearing the Grav-suit. He tells you about a potential upgrade for it. You will need to find the blueprints for the upgrade; they are stored somewhere in X-14 Laboratory underneath Kurchatov-37.

## Walkthrough

### Kurchatov-37

Once you obtained the transition to the X-14 by accepting Vernitsky's report, travel to the postal office at the south of Kurchatov-37. On top of the office building, there will be a turret (visible from essentially every point of the city), and a dozen mercenaries will guard the entrance. Attacking the office from the western side (instead of straight from the north) seems to be easier.

Get rid of the mercenaries and descend into X-14.

### X-14

The blueprints will be in a half-open drawer in the lab offices themselves. (as opposed to subway tunnels)

Take the blueprints and all of the required materials to Vasily, and return to pick up the suit to close the quest.

### Back to Vasily

To upgrade the suit, you'll need:

* the Grav-suit itself;
* the blueprint you obtained;
* **6 Feather artifacts;**
* Shell;
* 50000RU as a payment for the work.

Feather artifacts can be found in the following quests:

* In the guise of the beast
* Laseraims
* Shoulder to shoulder
* A friend's gift
* The monsters' parts (Artifact Klondike)
* Just reward (Voronin's documents finale)
* Kuznetsov's stash (available after Kuznetsov's deck and "Baileys")
* Sidorovich's chain quest.
* random stash in Limansk that belongs to Ghost (the chance is truly minuscule, don't count on it!)

Gather all required materials and bring them to Vasily. Return after 24 hours for the Modified Grav-suit.

## Notes

* The upgrade is notable for cutting the battery usage to nearly zero (and being the most energy-efficient exoskeleton for batteries), making it a great choice if you need to run long distances or do repeated jumps for puzzles.
Mystery of the islands/Swamps

## Walkthrough

The main island in the Swamps is near the machine yard.

Here's the full route:

Approach the island, and Prime will direct you to the "pole near the water tower". The teleport starting the sequence is on the top of the pole:

### Teleport sequence

After the sequence, you get teleported onto the final island. **Don't forget to grab the decoder.**

### Bonus stash

After picking the decoder up, you get the note in your PDA about the bonus stash, with the hint being "at the checkpoint in Cordon".

**Reward: Teleport to the X-18 lab.**
Injection analysis

Someone has to know what is in these injections. We should bring the used syringes to Sakharov and ask for a full workup.

## Walkthrough

Speak to Sakharov about the syringes. He promises to let us know his findings via SMS. In the meantime, he encourages us to rest up in the bunker as we look terrible.

He also lets us know that his wife Elsa has disappeared yet again, and he suspects remnant Last Day fighters and asks us to speak to Doctor before checking the Dead City in the quest Elsa's last day.

After this conversation a white coat named Resident messages us to meet in Wild Territory, in the loners' camp near the trailer. A mysterious radio signal will go off, opening Resident's blunder.

After finishing Elsa's last day and Female Sentimentality we can finally speak to Sakharov about the contents of the syringe. The Brotherhood drug is a horrifying cocktail of compounds that can cause zombification and theoretically even control one's actions through the Toxoplasmosis gondii parasite. It also causes extreme dependence, prompting disastrous withdrawal symptoms if not taken regularly.

Sakharov also has more bad news. Elsa was injected with the drug and her withdrawal symptoms may turn fatal if she is not exposed to Colchamine, one of the drug's components, very soon. He begs us to find this chemical component in Common dope. This quest is closed.
Intoxication

Red Forest:
Big Biomass
Biomass x4

Generators:
Big Biomass
Biomass x5

Kuzka's Mother says that Zone scientists are claiming to be able to counteract the toxic bacteria sprayed everywhere by biomasses. They'll need fluid samples from three particularly large living specimens to finish their experiments. Large biomasses have been spotted in Construction Site, Red Forest, and Generators.

## Walkthrough

**Stack up on psi resistance before heading into any group of biomasses.**

After locating the big biomass, you can run up to it and interact to gather the fluid. Wiping out the group isn't a requirement, but unless you want to deal with massive screen warping in these maps it'll be a good idea to take care of them in the moment and gather biomass growths as well.

Take the three vials to Kuzka's Mother to close the quest.

## Notes

* The upgraded Modified Nanosuit has excellent psi resist and is a good choice for this quest. With 60% psi resistance from artifacts, you can stand near groups of biomasses indefinitely.
Flasks for the Gynecologist

"Iron Horse" stash:
Scientist exoskeleton
Block of TNT
12x70 Birdshot ×10
12.7x108mm AP ×10
Crystal Soul of Bengal
NK-100 Detonator
Pseudogiant's embryo
Flesh Eye ×2
Rucksack

Chimera's stash:
Serum
12.7x108mm AP ×10
9x39mm SP-5 ×30
Controller's embryo
12x70 Buckshot ×10
Emerald Stone's Blood
Bezoar
Rucksack

Leftover flasks:
Flask with blue reagent
Flask with orange reagent
Empty flask

Shura the Gynecologist needs flasks with reagents for the Perfusor to work. You'll need to speak to Eagle-Owl who can make the stuffed Sidorovich's head, and give it to Chimera as a proof, find the full flasks and bring them to Shura.

## Walkthrough

### Hunters camp

Visit Eagle-Owl in the hunters camp. To make the stuffed head, he will request you to bring a whole body of a specific controller living in Central Pripyat, leading to Taxidermy mount.

### Sidorovich's head

Complete Taxidermy mount and The assassination of Sidorovich. After that, Cyclop will contact you and say that he was able to figure out the location of Chimera's stash.

### Infirmary

Talk to Cyclop, and he will tell you the location of the stash in another riddle:

>
> Where five peaks are pointing up
>
> Comes down from heaven into the human being
>
> That doll the mistress forgot,
>
> In one of the rooms you will find her.
>
> And next to the doll in the house therefore
>
> Find your backpack with the loot.
>
>
>
>
>

### Radar

This riddle is about the contaminated house at Radar. The stash is in one of the locked drawers inside; you should break the lock and open it, as it's shown on the video below.

The location of the stash is randomized between 8 spots across the house, including the ventilation duct on the roof, so make sure to search through if you don't see it in the shown spot.

### Back to the Infirmary

Bring the flasks from the stash to Shura the Gynecologist. After he takes one of each, you will be left with an extra Flask with blue reagent and Flask with orange reagent. An additional Empty flask can be looted from the Perfusor. Shura will direct to Cyclop for an additional reward.

Speak to Cyclop, and listen to another riddle.

>
> Where the bloodsuckers call home
>
> The tired Iron Horse sleeps
>
>
>
>

This riddle is about the tractor at the bloodsucker village in the Army Warehouses, where you can pick your extra reward up.

### Fang

After speaking to Cyclop, Fang will contact you and tell you that he's alive, and wants to meet up in the Fiery Cave.
In captivity

Ambush:
Blackwater mercenary x8

After dropping off Novikov:
Blackwater mercenary x4

Skinflint is clearly troubled when we speak to him - his nephew made his way into the Zone and despite Skinflint's best efforts was zombified as he tried to go northwards. Skinflint is now keeping his zombified nephew in the shack to the northeast of the Freedom base, desperately searching for a method to cure him.

A scientist named Novikov may have the cure he is seeking, but has been captured by Blackwater mercenaries in the southern part of Zaton. Time to check out the Iron Forest.

## Walkthrough

### Zaton

Before heading down into the Gauss testing facility, thoroughly clear out the areas around the Iron Forest. This includes the bloodsucker spawn just to the north and the spider spawn to the east.

An APC will be parked just outside the entrance to the facility. Take it out and continue down the stairs, where a squad of 12 Blackwater mercenaries will be waiting. Novikov will be at the corner of the target room. Speak to him, and find his rucksack on a table at the second floor.

Novikov wants to be escorted to the substation workshops, which are the buildings just to the east of the Iron Forest. Be careful, as eight more mercenaries will spawn on the path from the facility all the way down to the workshops.

After dropping off Novikov and speaking to him again, four more Blackwater mercenaries will spawn surrounding your position. Listen to Strelok's call to Akill and clear the area before leaving. Skinflint's mystery will automatically start.

### Army Warehouses

Skinflint's mystery will conclude after treating his nephew in Psycho's shack and talking to Skinflint. He will now supply the stalkers at the Shevchenko.

## Bugs

* Blackwater mercenaries are often deaf and unable to detect you even after several gunshots.
Hand teleport

Cross claims that a group of military passing by his place have shown him a mysterious teleporter device, which is capable of transporting the owner to a different location, and departed to a new territory which hasn't been visited by anyone yet. Cross says that it would be great to have such a device. He advises to check Lukash if he knows a path to that territory.

## Walkthrough

### The hand teleporter

After accepting the quest a message will be broadcast over the network, saying that a route to some new location has been opened after the recent blowout, and some Freedomers already went there.

Go and visit Lukash. He confirms that the route is now open, and offers a job in that location, leading to the quest called Combat. Both this quest and Combat are designed to run along each other. The military will be fighting mercenaries, and on one of the soldiers you will find the Faulty hand teleporter.

### Cross

Bring the broken teleporter to Cross. He inspects the device and notices the label: "Prototype No.2". Seems like there's also No.1 somewhere. The label also says that it was produced in one of the X- laboratories in the Zone.

Another thing Cross says is that he managed to eavesdrop on certain radio channels, and overheard that a group of bandits stole a large amount of munitions from the mercs at Ironworks, somehow escaping a full siege. It could be that they had the prototype No.1. However the bandits then stumbled upon a large scientific team and have been eliminated, so the No.1 is now probably in their hands, at Ironworks.

### Scientists at Ironworks

Travel to Ironworks and speak to Docent Zagorsky who set the camp with his team at the railway tunnel.

## Notes

* Picking up the hand teleporter will trigger 3 light helicopters to spawn. Leaving the area does not despawn them, so take care of them as soon as possible especially if you have further business in Construction Site.

## Bugs

* Zagorsky at the Ironworks **doesn't give the red beeping message on his death despite being a blocker to an entire questline**. This means you can easily lose him to random mutants, so keep an eye on him each time you pass by.
Fenrir's lair at the Old Village

The next Fenrir's sniper nest is in the Old Village, behind the store, on a tree.

## Walkthrough

The nest is located out of bounds, and the route to it is shown on the video below.

After approaching it, two military snipers with VSSK "Vykhlop" spawn to the south.

Return to Fenrir; he will only talk if you give him a bag of weed obtained in "Weed" stash.
Last refuge

Ivantsov's flash drive says that Arnie helped him hide stashes in the arena. We should look there for the next clues.

## Walkthrough

Arnie gives up his information after a small bit of resistance. He hid backpacks in the Arena regularly for Ivantsov. One day Ivantsov insisted on hiding it himself, and Arnie noticed his panicked and harried appearance. Arnie was also given a letter to give to Strelok in case anything went wrong. Arnie also wants us to give Ivantsov a Christian burial in Final journey. We will be teleported into the Arena after the conversation.

Ivantsov's letter is a long read, but worth going through thoroughly. He was a cheapskate and a bribe-taker, but never betrayed Duty according to his own terms. The stash in the arena contains a fake note to mislead Murzo that we will have to play along with. He also offers a code word that only we and Doctor will understand - "Decoder No21". We will have to find this stash in Tainted telephone.

Lastly, Ivantsov implies the real Recluse is someone we both know well and has yet to be revealed.

Upon stepping further into the Arena, four white coats, four Last Day soldiers, and two armored exo wearers will spawn and move forward. Take them out and continue looking for the stash.

The stash is located above an unbreakable box on a high pipe. You can still reach the stash by jumping without the box.

Inside is the next chess move and Ivantsov's fake note, directing you to the teleport house in Wild Territory. This opens False stash. Also inside is Chessplayer's Dictaphone No23.

**"Ay-ya-yay... innocent Ivantsov! Thought he was in disguise, but he was in the palm of my hand. We got long arms... You see? We even have access to the arena. Maybe Arnie set you up. You and Ivantsov... Anything's possible in this corrupt world. All right... let's fulfil the last wish of the deceased... let's see what he hid in the Wild Territory, according to the note. Say hello to Sviblov..."**

Playing the dictaphone closes the quest and teleports you outside of the Arena.
Lazy contractor

After Kruglov's passing, Sakharov is in need of a new lab assistant. Strelok knows of an underworked scientist at Warlab.

## Walkthrough

Simply take the Contract given by Sakharov to Bum in Warlab. Talk to him, and bring the Signed contract back to Sakharov. He's still nervous at the prospect of having to go on without Kruglov, but at the very least Bum will serve as a close guard to the bunker.

Bum will message you, as he's arrived in Yantar. Head outside and talk to him for Monkey with a grenade.

## Bugs

* Bum once sends a message to you, there he is misnamed "Sloth".
Fly's doll

Before she gives us information on the artifact she stole from the Monolithian scientists, Fly insists that we get her special doll from her house in Radar.

## Walkthrough

Head over to the Radar. Ask Syak about the doll first, since his outpost is in the area. Syak thinks that it is likely that a Karlik living in X-10 laboratory has taken the doll, and that you'll need to barter other toys in exchange for it. This starts Toys.

Complete it and obtain the doll. Bring back the old doll to Fly in Undiscovered Land, and she'll tell you that a special forces helicopter hijacked the backpack with the artifact in it. You'll have to look for it based on the callsign of another helicopter from the same group: "**124**".

## After the quest

Talk to Fang about the developments. He'll suggest talking to Voronin to take advantage of his military connections.

Head to the Bar for a chat with Voronin. As it stands, he isn't willing to divulge any information about the helicopters until you mention Fly. Both Duty and the military are working around the clock to locate her, so Strelok has a much stronger case. Take a walk while Voronin looks into the situation.

Pretty soon a message will come in - helicopter 124 was shot down along with two others over CNPP-2. The exact coordinates of others can be obtained from the black box of the 124th, which crashed into the roof of the plant. The task Flight recorder will automatically start.
Kostya's stash, Radar

## Walkthrough

After taking this stash, you'll be teleported into the Rusty Forest at Radar, and 6 zombified stalkers will spawn around.

All four variants are shown on the video.

Report to Kostya. Kostya will decrypt PDAs from all these stashes, and devise the different parts of the code: 9, 7, 2, 54, 61. The clue on how to arrange these numbers into the code should be in X-10 itself, in the final stash. He also says that the increased activity of bloodsuckers has been reported in X-10, so you should bring a good weapon against them.

## Notes

* Kostya's warning is fair, and you'd better wipe the entire laboratory out **before** accepting the next quest in the series from him.
Headquarters of the hit squad

The assault on Old Village continues, with Kolmogor wishing to reclaim the headquarters of the military squad in the center of the village.

## Walkthrough

Kolmogor and Pilgrim will both follow you as long as you don't run too far away. Head to the nice house in the middle of the village and take out the four soldiers waiting for you there, including Lieutenant Whirlybirdson.

Stepping inside the house will end the mission as Strelok sends out a message to Panther, who is apparently Kolmogor's sister.

Speak to Kolmogor again once he's entered the house and settled down.

## Notes

* After taking out the soldiers, you can feel free to look around the village to get the lay of the land and pick up any bonus stashes you find. Laying down a safe backpack will also be good for the coming fights.
Not by bread alone

According to Strelok, man does not live by bread alone! Various forms of entertainment must be available in a home to prevent boredom. In his notes, it is said that a TV may be found in the hotel in Central Pripyat and a billiards table can be found in the Palace of Culture.

A hookah from Freedom can be located in Army Warehouses, while a high-quality radio can be sourced from Voronin in the Bar headquarters of Duty.

Oddly enough, there is a strange note in the quest description which says "life experience suggests that everything can be the other way around."

## Walkthrough

**The clues for the two sets of items are swapped entirely.** This will be obvious once you find the hookah in Voronin's room, but will be difficult to understand if you go for any of the other items first.

The hookah can be found on a high shelf in Voronin's room.

The radio can be found in Screw's open-air workshop. There is a hookah next to it which is interactable, but cannot be taken.

The billiards table is found on the ground floor of the hotel in Central Pripyat.

The television set is found on the upper walkways of the auditorium in the Palace of Culture.

Take all these items back to the Swamps to close the quest and open Remnants of the Past.
Fox's gun

Fox asked you to visit Prapor at Dump and get the Franchi SPAS-12 Prapor owed him.

## Walkthrough

Go to the Dump and talk to Prapor. He won't give you the gun, demanding a certain Bayonet knife in exchange. Get it for him, receive the gun, and give it back to Fox.

## Notes

* The gun is by no means unique; some NPCs drop it, it can be found in random stashes, bought from merchants etc. You can give Fox any other SPAS-12 if you want, ignoring Prapor's demands.
	+ The easy way to get a SPAS-12 is to trade a Slug artifact for a SPAS-12 from Sakharov, just don't forget that his exchanges are limited to 30 trades. If you need the recipe for the Slug, you can get it by bringing Prapor Flesh eye ×4 in Eyes for the Prapor.
Help to Chernomor

**Chernomor's reward:**
7.62x54mm Isomorph ×40
Walther WA 2000 "Anomaly"
7.62x54mm 7N1 ×10

Of all the zombified stalkers around the Yantar factory, one appears to have kept his major brain functions and even shows up on the PDA minimap. His name is Chernomor and he needs some assistance to return to the loners.

## Walkthrough

After giving Chernomor two Antizombine from your inventory, both you and he will be converted to regular loners once again, so the zombies will be attacking you and him again. Shoot your way out of the complex, and escort Chernomor to the loner camp just across the road. Speak to him again.

Chernomor will give you a lot of background on Last Day as a twice-zombified former member of the group. Apparently they are preparing to use explosive isomorph devices on the leaders of various Zone factions to solidify control over the territory. He also confirms that the Last Day base is in Dead City, a place cut off from the rest of the Zone, but he was investigating teleports to access it.

Chernomor will also tip you off to his ammo and special rifle in the Yantar factory building. The ammo is on the stairs, and the rifle is on the roof. Your isomorph detector will pick them up, so you won't have trouble finding both.

Grab both of them while the factory area is still clear, and avoid or kill the Ghostly chimera that spawns at the bottom of the building.

## Notes

* You can kill zombified stalkers with zero repercussions, so clearing the factory out **before** accepting the quest makes it an easy walk.
Information about the "Prophet's Star"

Proper70 says that they need an artifact named Prophet's Star to revive Fenrir. The information for it can be obtained from Sakharov at Yantar, but first you will need to find documents that he needs, in a stash at the Yanov station in Jupiter, on one of the rooftops.

## Walkthrough

### Stash with the documents

The route to the stash with the documents is shown on the video below.

### Sakharov

Bring the documents to Sakharov. He will say that the researcher who used to study Prophet's Star has disappeared at CNPP-2, and you should search there. This starts Exploring the viaduct.
Gunsmith's trial

After giving you the "Hostel", Vasily remarks that he found documents regarding a special attachment for the gun that increases the damage. They direct you to the Gauss testing facility under the Iron Forest in Zaton, but curiously only after midnight.

## Walkthrough

At 12:00AM, arrive to the facility and descend into the Gauss testing chamber. There is a small generator underneath the target in the large Gauss testing room, which is the objective. Walk underneath the target to start the trial.

Your night vision device will shut down, and a wave of special pyro-poltergeists (red aura) and one special psi-poltergeist (blue aura) will spawn. When killed, the psi-poltergeist's inventory will hold an item named Energy bundle. Pick it up and interact with the generator by pressing F, feeding the energy into it. After that, a new wave will spawn.

After five waves, the generator will be fully charged and the box will open to reveal a PDA with three numbers looking like coordinates on it:

> 47.25463104248
>
>
>
> -269.29449462891
>
>
>
>
> 260685
>
>

Pick the PDA up. Marked One will contact Vasily; he advises to ask Sviblov for detailed maps in order to find out what this means.

## Notes

* "Typhoon" Turret is excellent against targets with vague hitboxes, and the encounter is relaxed enough to allow for 0 ammo usage. Just make sure to re-deploy if its targeting bugs out.
Minigun

Adrenaline wants you to convince military coming to Yantar to sell him a minigun.

## Walkthrough

The dialogue with Sakharov about the minigun will only be available after disabling the brain in X-16. After you talk to him, a military helicopter will fly in to Yantar and land next to the bunker, with Major Full-bird on board. Talk to Full-bird, and agree to his offer to complete the Sound signal for him. Receive the minigun from Sakharov, and bring it to Adrenaline.

## Notes

* You will eventually get your first non-quest item minigun in Doctor's stash in the Dump during Doctor's locket.
Meeting with the Lightning

The mysterious stranger Lightning sent us a picture of the Monolith Control Bunker, expecting us to meet her there.

## Walkthrough

Head over to Monolith control bunker. As you approach the Monolith control room, Lightning spawns in a side room. She's wounded, lying next to some sort of portal. Approach and talk to her.

She belongs to some mysterious group, and offers cooperation. They wanted to contact Black Doctor, but currently he's dangerous for them. They came from another dimension, the portal from which has been activated by the appearance of the Zone somehow. The danger comes from isomorphs - objects that made it through the portal to our world, which contain tremendous energy, can break the world balance, and also can be used as weapons. Lighting has been sent from another dimension to collect all of them, but during the teleporting she lost her isomorph detector somehow, and she also can't move far from the portal.

She asks you to find her partner somewhere in Limansk in the task Wanderer.

## Notes

* Keep in mind the transition from Labyrinth to Sarcophagus given in PDA of the Monolith informer. You will have to visit Lightning multiple times in this storyline, and this is the fastest way to get to Monolith Control Bunker with minimal combat as you can go straight from Yantar to there very quickly.
* Lightning carries a rare SVU-A loaded with 7.62x54R isomorphs. She can be made to switch weapons and will put it up for sale along with the ammunition.
	+ Any broken gun chambered in 7.62x51mm NATO will make her switch.
Nest of arachnids

Max Lyuber and his squad were tasked by Voronin to bring him a giant arachnid egg that stalkers recently found in Dark Valley. The squad isn't fully recovered from being held in captivity, so he wants you to do it.

## Walkthrough

The nest can be located to the east of the Dark Valley swamp. The entrance to the lair is hidden under a large rock, obstructed by bushes and trees. Kill the arachnids protecting their nest (grenade is more reliable at dealing with large packs), steal the egg, and bring it to Max.

## Notes

* The egg weights 7 kg.
* If you're quick and you know where you're going, you can run past all the arachnids and steal the egg without bothering to kill any of them.
Ludmila's stash

## Walkthrough

The route to the stash is on the video below. (timecode **0:45**)

At the exit from the ventilation shaft, you'll be ambushed by the BTR and a military squad in "S" Kevlar exoskeletons, the same team of countersnipers that harassed Fenrir at the start of the storyline. The military surround the exit, and there are two BTRs near it. Your only option is to dart out of the area using the route shown on the picture below. You can warm the military up by throwing an anomaly grenade from below; this could make your way out a bit easier.

## Notes

* The circuit you find is the last part of the Universal bioradar. You can assemble it now.

## Bugs

* Occasionally the military snipers will be distracted by local mutant or zombified stalker spawns. This gives you free license to ascend the ladder and take out both BTRs from cover.
Find the Hiding of Strelok's group

Your hunt for Strelok led you into Agroprom Underground, where you are trying to find his hideout.

## Walkthrough

The Strelok's hideout is located in a ventilation shaft somewhere in the tunnels, but the entrance is blocked by a teleport. To get past it, you have to walk through the series of teleport throughout the location. The teleports are brightly visible and their hum can be heard from a distance, so you won't have trouble finding them.

The first teleport is a decoy which is located at the top of the main staircase. It disappears as you touch it.

The second teleport is in the bloodsucker tunnel. Beware of a bloodsucker that spawns as you enter the tunnel.

The third teleport is at the other end of the electra tunnel. Run through the tunnel by properly timing it, without leaving the tunnel (easier said than done).

After stepping into the third teleport, you'll be placed onto the ladder of the ventilation shaft. Climb upwards and reach the Strelok's hideout. Grab Strelok's flash drive from a niche in the wall.

**To finish this quest, proceed to the exit** to the military base (the controller tunnel). You don't actually have to exit, just trigger the restrictor at the controller tunnel. Then you can either proceed to the military base, or return back to the factory complex if you are raiding the underground during the night (to avoid the angry Sherstyuk).

## Notes

* The entrance teleport is disabled by picking up the "Teleport disabler PDA" behind the large pipe.
* The teleport chain is single-use. If you miss your chance and fail to pick the PDA up while inside the hideout, the entrance will be blocked. However, you could pay Adrenaline 20000RU to have him remove the teleport.
* In one of the crates behind the large pipe, you can find the Strelok's suit, which is a solid early game armor, and is also required in Body armor for Fiend.
* As you pick up the flash drive, a Bloodsucker spawns in a bloodsucker tunnel. As you finish the quest by triggering the restrictor at the exit to the military base, a Zombie spawns in the controller tunnel, and a controller spawns in the bandit chamber, blocking your way back into the factory complex. It won't despawn so you'd better kill it to avoid difficulties later.
* After this quest, Mole moves to the campfire behind the bandit base in Dark Valley.
* This quest can be conveniently combined with Old documents: part 2 from Akim, as the stash you look for is inside the electra tunnel.

## Bugs

* Leaving the Electra passage without making it into the teleport has been reported to break the quest.
Fenrir's bonus stash

For your job with Fenrir's lair in Eastern Pripyat, Fenrir promises a bonus. Look for it on top of the "Prometheus" cinema

## Walkthrough

The bonus stash can be found atop the the cinema, and the puzzle to solve for it to spawn is **extremely** confusing; you're unlikely to find it on your own.

You have to grab the stash on the big cinema sign with a note in it; the note leads you to a tree growing on the cinema roof. You have to climb it. The note in this stash will lead you back to the roof; you have to climb it back through the second sign on the wall, and pass an invisible area for the bonus stash to spawn in a bush on the roof (Fenrir will contact you again on triggering it).

The full route is shown on the video below, timecode **5:33**.

Here's also the alternative, harder way, which is the originally intended one:

After grabbing the stash, Resident Evil contacts you and offers new "non-standard" stashes of that kind.