Chess Player

After the questline:
Latrine
Sexual maniac
The captive of Pripyat
Hearth and home

Akim wants to speak with us about the mysterious murders occurring all across the Zone.

**Finish all chain quests for Baldy, Kholod, Kruglov, and Vitamin before advancing this storyline and ensure you do not owe them any cyclics.**

This quest is unmarked.

## Walkthrough

### Cordon

Make your way to Cordon and you will see that the rookies that are usually hanging around Akim's checkpoint have been killed. Akim is convinced it is the work of a shadowy figure named the Chess Player who leaves clues to his stashes around the scene of the crime. These dictaphones are said to hint towards a secret more closely guarded than the Monolith itself.

Apparently it's gotten so bad that bold stalkers searching for the dictaphones have stolen the tape recorder from Prapor's checkpoint in the Dump. Time to see if he has any news.

### Dump

Prapor only has more of the rumors, but says that stalkers have been prowling about the Cave in search of one of the dictaphones. He suggests asking around at the Bar for more information.

### Bar

Freeman has a horrible story about stalkers finding dead and disfigured bodies dug up at the graveyard in the Generators. On the other hand, Baldy thinks the entire hysteria is just made up bullshit and that there's no dictaphone to be found in the Cave.

### Cave

Move to the Labyrinth transition in the cave. Head into the anomaly-filled section where Strelok's PDA was located.

Down the burner hallway Chessplayer's Dictaphone No1 will be waiting. Put it into the sidearm slot to listen.

**"You found it after all... believed the stories. I wish you hadn't found it... but it's too late now, the flywheel of your tragedies has been set in motion. It's out of your hands now... though if you know with which letter a horse walks, then hope will die last. And the horse walks with a "G"... People suck, this life sucks, and your Zone sucks. But I'll do my job as an orderly. And the last "G" in my life will be you! Let's finish with the prologue... Go to Miner. Poor old man. Without knowing it, he'll give you a tip on the first stash. Ask him about 1984... the chess championship in Kiev. In the stash, you'll find my first chess move. You're going to return it. In the backpack, you'll find clues to all your next moves. There's no point in wishing you luck, you won't need it anymore!"**

Miner has to know something about the 1984 chess championship in Kiev.

Miner remembers the era as peaceful barring a horrifying tragedy on the exact date mentioned. The winner of the 1984 chess championship seemed to have killed his wife and daughter, cut them into pieces, and hidden them in hiking backpacks in the basement of their housing unit. He then attended the celebrations for the championship alone.

Miner knew this strange man in his youth as well, and the two would play a game. He would hide the chess player's queen behind the back wheel of a white Zaporozhets near their apartment building.

Finally, Miner advises Strelok to go see Kostya to learn a little about chess before heading to Central Pripyat.

### Army Warehouses

Kostya seems quite confident in his chess skills. He agrees to connect to our chess game over the PDA network and help make moves for us.

### Central Pripyat

Go to Doctor's cranny in the northwest and search around the white Zaporozhets near the transition to Old Village.

Behind the wheel is a rucksack. **Thoroughly investigate each item before taking any of them**.

Inside is 9x39mm PAB-9 ×60, Kostya's PDA, a Blank sheet, the first chess move, Burer's Grandma's Beads, A bottle of milk, Radioactive bread, and Chessplayer's Dictaphone No2. There is also a poisoned chimera claw that will inflict a fatal amount of damage on pickup and when loading into any new area in case you somehow survived the first instance of damage. Picking up the chess move prompts a conversation with Kostya. Play the dictaphone as well.

**"I'm getting bored with you, Strelok. You don't know how to play chess, you involve outsiders in our game, you've been looking for the stash for a week, and what's next? The game's just starting, and you can't even make a counter move... Your master of the sport likes to sleep on cues. I'm already giving you a head start, you drooler. You're such a child! I should have killed you back in the Cave. What were you into as a kid? I don't know... Well... You figure out for yourself what all that jewellery in your backpack means. I won't give you any more clues. Good night."**

With no clues but a seemingly blank sheet and Kostya's old PDA, this seems to be a dead end. Return to Kostya in Army Warehouses.

### Army Warehouses pt.2

When returning Kostya's PDA, he mentions that he found a strange note in his pocket that reads "SoC - Electro Tunnel" that seems to lead into a chain of notes that each hint towards the next. He wants us to find the rest of them for him, opening Crime novel.

Kostya will have more to say about the Blank sheet found in the stash. The paper was written on in milk, which does not appear on the page until held over a flame and singed. The resulting Chessplayer's first note demands we return to the Bar to see who's missing...

### Bar pt.2

Step into the bar and you'll notice one of the regulars is gone. Speak to Informant, who is convinced we had a hand in killing Baldy. He refuses to listen to anything we have to say, and hands us 50,000RU for organizing the funeral.

A message comes in from Sidorovich to come see him. It seems that rumors are swirling around us.

Before leaving the area, go outside behind the bar and grab the Part of the Chessplayer's Diary off of Baldy's corpse. On it is lyrics to a childhood song and a hint towards a stash in the Swamps. A Living Heart artifact will have no effect.

### Cordon pt.2

Sidorovich is eager to learn more about the Chess Player and wants us to give him all the dictaphones we find. This opens Sound epopoeia.

### Swamps

Make your way towards the Clear Sky base. In addition to the regular spawn in the church, eighteen additional bandits will be positioned throughout the approach from the watchtower to the boat station.

After dealing with them, search on the chimney of the burnt-down house in the burned village for a stash.

Inside is a Wrench, Screwdriver, Plumber's Repair Kit, the next chess move, Chessplayer's Dictaphone No3, a Controller's Scalp, and 5.45x39mm Isomorph ×30. Play the dictaphone.

**"Search this place for a baby's rattle... It's right here at the Swamps... It's a long, long search. With your current progress, I'm going to spend the winter here, and that's not part of my plan. Move your manipulators! When you find the cache, read what's in it and look around, you'll see a lot of curious things. You'll also find a clue to the next hiding place, underground. Oh, yeah... I'm giving you ammunition so you don't die before your deadline."**

The bizarre hint of a "baby's rattle" in the Swamps isn't too helpful, but "underground" could mean one of a few subterranean places on the map.

Head up to the northwest to see what's going on in the snork village. Eleven zombified stalkers will be roaming around the area. Inside one of the ruined buildings, there will be various food items strewn about, along with a guitar and the TV stolen from Akim's checkpoint. Pick up the Chessplayer's Second Note on the ground and read it.

There's some nonsense about watching TV with the zombified stalkers, but more importantly a hint to the next note "beneath your feet."

Search the basement where Boatswain was first found for the Newspaper article.

The article references a "Nils Dennisen" which is a clear parallel to real-life serial killer Dennis Nilsen. He was caught due to the discovery of his victims' remains flushed down the drain.

### Dark Valley

Search the piping system in Dark Valley - specifically the hidden entrance to the bandit base.

To the right side by the horizontal piping, there will be a rucksack with 7.62x54mm Isomorph ×10, Chessplayer's Dictaphone No4, Strelok's PDA, Burer's Great Grandma's Beads, and another chess move. Listen to the fourth dictaphone.

**"Took the King's Gambit? Ha-ha... Greed is the killer of thieves, isn't that what the bandits say? By the way, how are they better than me? Killing people for a miserable can of food and a three-ruble stash. No God or Hell in their souls! And me? No... I kill for love. We're all selfish. How are you better than me? Would you kill your beloved if you suspected her of cheating on you? You would... if you looked at the situation through my eyes! Look for the place and the drawing, there's a clue to the next hiding place!"**

As soon as you play the dictaphone, the quest Blue ellipse opens. On the PDA, there is a clear hint to search the hiding place of Strelok's group in Agroprom Underground.

### Agroprom Underground

Chessplayer's Third Note will be sitting next to the map inside of the hideout.

The note references a children's book and a "very lonely controller." Search the empty tank next to where you fight the controller in SoC to find the next stash.

Inside is PG-7VL "Luch" ×5, VOG-25 ×5, Part of the Chessplayer's Diary, and Chessplayer's Drawing of the Monolith. Bring this to Kostya.

### Army Warehouses pt.3

After sharing the rather abstract piece of art with Kostya (and a reference to Russian avant-garde painter Kazimir Malevich), he agrees that it is an illustration of the Monolith illusion in the Sarcophagus.

### Sarcophagus

The stash is up and to the right when facing the Monolith projection.

Inside is 9x39mm Isomorph ×30, Cinema ticket, the next chess move, a Rattle, Salted sunflower seeds, a Beer, and Chessplayer's Dictaphone No5. Listen to the dictaphone.

**"The first time I saw her, I knew I was going to eat her! Oh, it's a coincidence! Chance! Blind providence! Look for the place by the clues... and there's a piece of my diary with a clue to the next hiding place. Also... I need the "Stone of Luck". It's unique, it's not in the Zone, but that's your problem. Talk to Barkeep. Arrivederci!"**

The description of the cinema ticket and sunflower seeds seems to point towards clues in the Central Pripyat theater. After this, we'll need to speak to Barkeep about the Stone of Luck the Chess Player is demanding.

### Central Pripyat pt.2

Pick up Part of the Chessplayer's Diary among the piled-up seats at the theater.

The text within repeatedly mentions a refrigerator, which could refer to a few different refrigerators across the game.

### Bar pt.3

Talk to Barkeep. The dialogue clears up misunderstandings about Baldy's demise, and Barkeep supplies us with information on the possibility of a Stone of Luck at some kind of gas station with monsters, possibly snorks. This opens Loser's stone. The next dictaphone stash will not spawn until this task has been completed.

**The conversation between you and Barkeep is not translated, at least not at patch 15.03.23**

### Army Warehouses pt.4

After giving the Stone of Luck away, go to the barracks of the Freedom base where Chef is. The refrigerator behind him will be hiding the next stash.

Inside is a Franchi SPAS-12 "Hunter", 12x76 Isomorph ×10, 12x70 Birdshot ×10, the next chess move, Chessplayer's Dictaphone No6, and a Hint page.

**"I heard that women have settled in the Zone. That's good... If you catch one, don't let her go too far... I'll beat you to it, ha-ha-ha! But let's get down to business. In short, I need artefacts, three of them, "Living Hearts"... I had an idea. You get it, you take it to Cold. Maybe the madman's note will help you find it. Hurry up, he hasn't got long to live. He's a good man, he's warm-hearted, he's good-looking..."**

Listening to the dictaphone automatically opens Myocardial infraction, instructing us to give 3 Living Heart artifacts to Kholod in the Swamps. While these aren't too expensive to cook, the Hint page contains an odd description of a location where "there are hearts..."

### Swamps pt.2

Kholod can't tell us much about the man who told him to collect the hearts. He was unassuming and well-dressed, matching Barkeep's description, but Kholod noticed something rather odd. The man was wearing brown boots with rather gaudy yellow soles unfitting to the rest of his outfit.

Kholod then asks for a favor - three Raven's eye artifacts from his stashes in the newly accessible Railway Station map. Several stashes around the area will need to be collected, all of which will point towards a final stash in the area. This opens These Eyes Opposite.

**The conversation between you, Kholod and Vasily and is not translated, at least not at patch 15.03.23**

After returning from Railway Station and killing the zombified Kholod, search his body for Chessplayer's Fourth Note. The three Living Hearts we handed over were used by the Chess Player to revive Kholod repeatedly after subjecting him to unimaginable torture and zombification. The note also hints at the next dictaphone stash "where dreams sleep."

Head back to the Clear Sky base to search the barracks. It will be under attack by 15 zombified stalkers, and oddly there will be a lot of Clear Sky members doubled over in pain that you cannot heal with first aid kits. This is likely the result of the poisoned food mentioned in the note.

The stash is in a tree growing directly over the barracks.

Inside is a Minigun M134SM, FMJ Box (150x3) ×300, 5.45x39mm Isomorph ×30, the next chess move, Capsule for the "Whirligig" anomaly ×3, Chessplayer's Message, and Chessplayer's Dictaphone No7.

**"How was it? Did you enjoy it? How did it feel to kill your friends? Did you get a high? Or did you experience hatred? Towards me, for example... but that's a buzz, too! So what's the difference between loving or hating, crying or laughing, sad or happy. It's all a buzz! Did you ever feel sorry for yourself when you were a kid, dream of dying and having everyone crying, sobbing, tearing their hair out? We all do self-flagellation, so we're all masochists, to one degree or another... Bury your colleagues... There's a clue to a hiding place in the note... We rode the Ferris wheel... But first talk to Miner!"**

The note in the stash seems to hint towards the Ferris wheel in Central Pripyat, but we'll need to see Miner in the cave to make sure first. Be careful leaving the Clear Sky base, as a group of 15 bandits has once again pushed into the boat station.

### Cave pt.2

Miner expresses some worry that the Monolithians in the Labyrinth are up to something. He also gives some background on the Chess Player's history, detailing how his mother was killed when her head was crushed underneath the wheel of a schoolbus. Later the conversation turns to the Black Mark, a legendary artifact that can nullify the immortality granted by another artifact, Living Water. Miner's notebook will have more information on these two paired artifacts, opening Black Mark (quest). This can be done alongside other tasks, but isn't a requirement until the tenth dictaphone.

**The conversation between you and Miner is not translated, at least not at patch 15.03.23**

### Central Pripyat pt.3

The stash in underneath the broken roofing of one of the Ferris wheel cabs, on the ground. This is the same place as Fenrir's lair at Pripyat.

Inside is an HK XM8, 5.56x45mm SS109 ×60, a Newspaper clipping, the next chess move, and Chessplayer's Dictaphone No8.

**"You eat my pieces and defend your own? It's human nature... the more you give, the more you want. And try to take something from you, it will tear like paper! That's why you have to kill some of them. Here, have another pawn for dinner... Don't choke on it! You were doomed from the start. I've been watching you for a long time. And the more I get to know you, the more I like zombies and corpses... For now, it's simple: the stadium and the movie theatre, and then you'll see what happens. I sit high and I look far! Through the scope... And yes... If you've been to Miner, check out the bottom of the Labyrinth!"**

Picking up the stash spawns some additional Monolith in the area that won't be hostile to you yet. The dictaphone contains hints for two notes in Central Pripyat that you can pick up before leaving the area. Quickly head to the stadium and search the trailer in the middle of the field.

The stadium will be reinforced with six Monolith tanks, one machinegunner, and one fully cloaked trooper. While they won't be hostile to you at this point in the story, it'd be a bad idea to leave them hanging around long-term. Pick up the Newspaper article in the trailer and head to the theater.

The Monolith base will have three regular troopers wandering around in addition to the natural spawn. In the basement, Part of the Chessplayer's Diary will be waiting on top of the cabinet with the box inside.

The diary makes multiple references to a schoolbus that the Chess Player hated with a passion. Of the many schoolbuses in the game, the one we are interested in is at the Dump.

### Dump pt.2

The next stash is in a tree above the broken-down schoolbus.

Inside is First aid kit ×5, 12x76 Isomorph ×10, the next chess move, VOG-25P ×5, and Chessplayer's Dictaphone No9.

**"Strelok, have you ever wondered about the fates of those people you killed? Would you like to look at their childhood photos? See their families, talk to their wives, sisters, mothers... After all, you cut off with one shot, not only one life, but a priceless link in the chain of many human destinies and relationships. What are you feeling now? Pity, regret, bitterness, reproach of conscience? I, on the other hand, am experiencing the ultimate pleasure. I'm even taking from them, the world they created for their loved ones. I!!! You must think there's a difference between you and me! There's no difference! We're both a danger to society... By the way... talk to Doctor one last time... He has the clue to the stash!"**

Shadowman contacts us to drop by Red Forest.

### Red Forest

Shadowman is slightly paranoid and wants help in perfecting his prepper kit for the end of the world. He's got almost everything except a solid rope and a bar of soap. Apocalypse kit will be opened until we find these.

**The conversation between you and Shadowman is not translated, at least not at patch 15.03.23**

### Central Pripyat pt.4

Strelok asks Doctor if the name "Svetlana Dymchenko" means anything to him. She was Doctor's first love, and was stolen from him by a man named Murzo who is described as a "bespectacled loser." Murzo was working as an ambulance paramedic before being expelled from school, but married Dymchenko and had a daughter with her.

After moving away, Doctor wrote to Dymchenko but received no response. After a year of silence she began trying to communicate with him again, complaining that while her needs were being met her marriage was an empty shell with no happiness. Murzo caught wind of this and angrily ended their correspondence.

Strelok informs Doctor that both Dymchenko and her daughter died terribly at the hands of Murzo, and to be careful in the future.

Doctor wants us to retrieve his letters to Dymchenko, hidden in a stash in one of the Jupiter plant administration buildings, opening Postal novel. He also hands us a Part of the Chessplayer's Diary that he found in his pocket, and informs us of rumors of a crazy man's hideout in Zaton that might contain what we are looking for.

**The conversation between you and Doctor is not translated, at least not at patch 15.03.23**

### Jupiter

Make your way deep into the plant and search the building in the southeast corner.

The stash is on the second floor beyond the collapsed shelving. Inside is a "Playboy", January 2007, Chocolate bar, Radioactive bread, Fly amanita, and The Chessplayer's Message, gloating that he had burned the love letters and scattered the ashes. Our next stop is to look for "the wind at Zaton."

### Zaton

Seven zombified stalkers will be hanging around Noah's old barge. Inside is a massive collection of bizarre quest items and medication. Importantly, the diarrhea pills and human head required for Vasily's health as well as the rope and soap required for Apocalypse kit are here.

Head upstairs into the bridge for a rucksack there.

Inside are Doctor's letters to Dymchenko - they were not burned after all. Also in the stash are 7.62x54mm Isomorph ×10, Gold ruble, another Gold ruble, Gold ducat, Crystal Soul of Bengal, Pudding, Giant's Younger Brother, Stone Porcupine, Tears of the Chimera, Burer's Great Grandma's Beads, and Thoughts of the Chessplayer, which show the Chess Player's ambitions to make Fritz into his thrall.

### Central Pripyat pt.5

Return the letters to Doctor. Rather alarmingly he tells us that someone has been shooting at him. Strelok advises him to keep his head down and head underground for now, and accepts 9x39mm Isomorph ×30 from him. Postal note will close.

### Red Forest pt.2

Deliver the soap and rope to Shadowman, who informs us that the Chess Player is not a solo operation. Murzo has a partner or group working with him, and they could be anyone in the Zone...

Take the 9x39mm Isomorph ×30 from Shadowman, closing Apocalypse kit, and head to the Swamps to deliver Vasily's pills (and his own head).

### Swamps pt.3

Vasily, thankfully still alive, complains more about his diarrhea before accepting the pills and a facsimile his own severed head. He hands over 12x76 Isomorph ×30, closing Vasily's health.

Watch out for seven bandits spawned at the boat station just outside the base when exiting the area.

### Bar pt.4

In accordance with the hint in the Chess Player's diary that was with Doctor about music being played in the morgue, the next stash is located in the base of the tower connected to the Arena underneath the loudspeaker that normally plays music in the Bar.

Inside is 7.62x54mm Isomorph ×10, the next chess move, a Spiral, a Bezoar, and Chessplayer's Dictaphone No10.

**"You and Kostya are good at eating, aren't you? I can assure you, this is where your feast ends, and the cruel reckoning begins. But to cut to the chase... Take the "Living Water" to Sakharov. I've warned my "colleague", he's impatient... Nice old man... But Kruglov is a real bore! All right... Immortality... What will it give me, you or Sakharov? Fame, fortune, power, eternal love? To each his own. It's a good thing no one knows about the second Zeroing artefact... Kruglov will have a lead on my backpack."**

The next part of the story will heavily involve Sakharov and Kruglov, but neither of them have dialogue for us yet if you have not finished Black Mark (quest) and Gaslighting. Sakharov messages you to come see him after the 10th dictaphone is played and Gaslighting is complete.

### Yantar

Kruglov is nowhere to be seen in the bunker. Speak to Sakharov, who is adamant that we find an artifact for his "new friend." He'll take a look at Shadow of the Monolith's Note obtained in Gaslighting about the Living Water artifact, and confirms that it will be located within a body of water, somewhere radioactive. He narrows it down to reservoirs and not naturally formed swamps, which is a little help. However, he first urges you to delve into X-16 laboratory and find Kruglov, opening Surrounded by water.

**The conversation between you and Sakharov is not translated, at least not at patch 15.03.23**

### X-16 Laboratory

Fight through the natural spawns at the front of the lab and you will see Kruglov just up ahead, suffering from some sort of artificial psi attack. He will mutter about the white clown getting away with murder, just like Kholod, before urging you to run away before he loses his mind entirely. Gun him down and take Part of the Chessplayer's Diary and Chessplayer's Fifth Note from his body, along with his broken 6G30. The note simply instructs you to take the Living Water artifact to Sakharov.

**The conversation between you and Kruglov is not translated, at least not at patch 15.03.23**

Seven zombified stalkers will be wandering around the brain room area. Clear them and move out, and beware three more zombified stalkers that will ambush you immediately upon exiting the lab.

### Agroprom

The artifact is located in a rucksack in a half-submerged pipe section in the Agroprom reservoir.

Make sure to crawl all the way to the back to pick up the artifact and 30 9x39mm Isomorph rounds in a rucksack.

### Yantar pt.2

Strelok informs Sakharov of Kruglov's unfortunate fate, and asks for the meeting point to deliver the artifact. Sakharov, frustrated and afraid for his life, informs us that the recipient will be landing near the entrance to the Labyrinth. He also hands you 30 9x39mm Isomorph rounds and closes Surrounded by water.

It might be a good time to look through binoculars from the roof of the bunker before going up to meet whoever is coming to pick up the artifact.

The man waiting near the manhole is none other than Full-bird, the helicopter pilot we've assisted twice in the past. He aims at you through his riflesights as you look at him. While he doesn't meet any of the descriptors for the Chess Player, he could very well be one of the accomplices Shadowman warned us about.

Hand over the artifact and Chess Player sends a message gleefully congratulating you. He ponders on who will be his next experimental zombie.

Speak to Sakharov again, and the poor man needs a new lab assistant. Bum in the Warlab is free, so we'll have to give him the Contract Sakharov gives us in Lazy contractor.

**All conversations are untranslated, at least with patch 15.03.23**

After finishing these tasks, a closer investigation of the Chess Player's diary page that was found with Kruglov makes references to a stash in a wooden barn in the village, next to some livestock pens. This may sound like a familiar location.

### Old Village

The stash is located in the rafters of the barn, where we found the Monolith sniper in Second sniper wanted.

Inside is 12x76 Isomorph ×10, the next chess move, Vodka, VOG-25P ×5, Chessplayer's Dictaphone No11, Canned food, Sausage, and Bread.

**"God works in mysterious ways! I thought you would have remembered me sooner. But I remembered you well. I remember your faces well - for the rest of your life... Think, with your acid-soaked brain! And while you're stirring that grey substance drenched in Abrasco cleaner, look for the backpack at the place where you found the baby rattles, it's there! There's a clue to the stash at Zaton. Well, photography is a separate story. Run through the Zone and look at the feet of your comrades and brothers in arms. You're all so easy-going. Like children! Like my brother Kolki..."**

Before leaving Old Village, check the storefront where Kolmogor found his dead brother for Part of the Chessplayer's Diary.

(Note: I have no idea what the hint for this diary page is supposed to be. If someone knows, please add it to the page.)

The diary page details how the Chess Player burned his old house and his brother Kolki to ashes, with an emphasis on the stove. It's time to go looking for a stove in a burned house in Zaton.

### Zaton pt.2

In the burned village on top of the hill, search the most intact house to the north.

The stash itself is located inside the stove.

Inside is a Maschinengewehr 42, a Photo tip showing a path to a stash in the Generators, the next chess move, Box of 7.92x57mm ×400, and Chessplayer's Dictaphone No12.

**"Another one of my photographic works, get to the root, ha-ha... that's a pun. I love to draw, but I know how to take pictures too. The script changes a bit, you will find a bio-cache from the photo, clues to your next moves. It'll be a separate story about a mysterious person. And the rattles in the backpack point to this person. To begin with, talk to Countryman. Oh, by the way... Any luck with the boots? They're not too tight for you? When you've found your boots and dealt with Countryman, that's when you'll find my next stash of Dictaphones!"**

This is the second reference the Chess Player has made to investigating peoples' boots, and is something to keep in mind. "Countryman" in this case refers to Compatriot, the Loner camp leader in the Generators. The Photo tip can be used in your backpack to show an electrical caution sign at the generators.

### Generators

Strelok asks Compatriot where Fritz is, expressing his suspicions that the Nazi enthusiast may be some advanced form of "bio-robot." Compatriot dismisses these concerns, but mentions two strange men came to see him also asking about Fritz. They headed in the direction of the cemetery. This opens The truth is out there.

In a shallow open grave, you'll find Full-bird's corpse. On it is Chessplayer's Revelation, denouncing Full-bird as a traitor to his country, but more importantly as a witness that couldn't be left alive.

Head to the center of the map to track down the stash. The generators are being camped out by five Monolith tanks, a machinegunner, and an invisible trooper. Take them out to clear your path, and deal with any controllers in the area that could snipe you off of the wires.

Jump from the center fencing to the wires leading to the southeast generator and walk along them. Hop on top of the generator to find the stash.

Inside is a Broken microchip board, Gauss cassette ×20, a Hint, saying to "See the ruins in the Dead City..." along with Clue No1, detailing Ghost's assassination of the Last Day leader "Henry." It seems like the distinctive ruins near the school in the Dead City are the next location to check out.

### Dead City

The stash is on top of the cabinets on the top level of the ruined building by the school.

Inside is 7.62x54mm 7N14 SN ×10, another Hint to search the electrical panels in X-16 laboratory, and Clue No2 detailing the massive brain injuries sustained by the Last Day leader after the assassination. The body was frozen and shipped to X-16 for brain and skull replacement.

**The following breadcrumbs will lead you through X-16, X-10, and X-18 which will all be densely packed with elite Monolith in addition to their regular spawns. Bring appropriate tools for taking them on, particularly computerized targeting for X-16.**

### X-16 laboratory pt.2

All seems to be normal in the lab until you see explosive barrels and gas canisters stacked up at the bottom of the elevator shaft. Kill the normal karlic/poltergeist/snork spawns and move on ahead.

The brain room will be populated by 19 Monolith tanks and two machinegunners, spread out through the three levels and catwalks. The initial portions of the fight will be simple as about half of them will try to come directly to you. The other half will bug out their targeting and begin camping on the upper levels. If you are not wearing the Prophet's Star you will need to be exceedingly careful when pushing out into the room as visibility is incredibly poor even with Upgraded NVD. A Cloaking exoskeleton could also help turn the tables after eliminating the aggressive enemies.

In accordance with the hint, check the electrical panels on the walls. The next rucksack is on top of one on the second level.

Inside is a Controller's brain, M209 ×5, the next Hint directing you to the tanks in X-10 laboratory, and Clue No3 with more details on the brain replacement operation samples being sent to X-10.

### X-10 laboratory

X-10 is normally extremely crowded, and the addition of the Monolith elites will make things even more chaotic. Luckily, the close quarters make this mission easier than X-16 if you have the right tools for it.

There are 9 tanks stationed on the upper floors - be very cautious when rounding corners. Down the steps, there are 5 machinegunners and one more tank. In the final section of the lab by the tanks, four fully cloaked invisible troopers will be waiting for you along with one final tank.

Look on top of one of the tanks on the very bottom floor for the next stash.

Inside is F-1 grenade ×2, Gauss cassette ×20, the next Hint reading "Code - 9524", and Clue No4 indicating the sample was then sent to X-18 laboratory.

### X-18 laboratory

Those with good memory will remember 9524 as the door code found on the scientist's corpse on the upper floors of the lab. However, getting to the corpse won't be easy.

Entering the lab you will immediately be assaulted by a Monolith tank and a machinegunner. Be careful going down the steps, as there will be 10 (!) more tanks on this floor and two fully cloaked troopers waiting for you to step into their sight range. Ensure you've wiped out everyone, then go past the burner hallway where the scientist's corpse was. A new corpse will be waiting for you there with a cryptic Hint, Clue No5 indicating the sample made a final stop at Warlab under the care of Klyonov, and Chessplayer's Dictaphone No20.

**"Finally! I thought you'd be crawling around the laboratory all day, just as you did last time. Now listen carefully: I stole the number code for unlocking Fritz from the Monolithians. But Klenov knows the colour code. First: go now to the professor and get the colour code from him. Second: according to the prompts, look for the cache and work out the unlock code from the numbers. It's not hard to guess. Third: go to Fritz and send him a message from the PDA. The sample message will be in the stash. What will happen next? I don't know. But one thing I know for sure - It's really crucial!"**

It seems the Chess Player is coming very close to his goals with Fritz. Head to Warlab as he instructs to speak with Klyonov.

### Warlab

Klyonov admits he was involved in the G-101 project, and created Fritz's unique speech apparatus. However, the unlock code was lost in a Monolith assault on the laboratory - he only remembers that it was six digits long. Bum may have more information.

Klyonov also asks for unique isomorph formations in areas with high anomalous activity, opening Infinity of the universe. One of these isomorphs is in Monolith Control Bunker, which can be reached quickly from Warlab.

### Yantar pt.3

While he doesn't remember the entire code, Bum tells us a poem that he wrote that contains a clue towards the Lenin statue in Central Pripyat and the color combination for the code.

### Central Pripyat pt.6

There is a note on the collapsed Lenin statue in the main square. Pick it up, and a teleport will form.

It will take you to the roof of a building in the square. Look for another note, and go into the next teleport. This pattern repeats until you reach the roof of the theater, where this a final note but no teleport. Your goal is the stash on top of the raised section, which can be reached with a crouch jump from the side.

Inside is 9x39mm Isomorph ×60, M209 ×3, VOG-25P ×2, Gauss cassette ×20, Fritz's Code number, Sample message in the PDA showing the format for the activation code, and Clue No6 - the final piece of information needed for The truth is out there. It confirms Fritz's identity as a former Chechen terrorist and kidnapper who headed the Last Day group before being killed and brought back as G-101. Compatriot has to see these documents.

### Generators pt.2

Even with all of this evidence, Compatriot is reluctant to believe that the now-friendly Fritz could have had such a checkered past. He takes the Clue documents with the intention of hiding them forever, but he cannot stop us from using the activation code. The truth is out there is closed, and Vitamin sends us a message to come see him once we are done with Fritz. It may seem strange that he knows exactly what we are doing out here.

Head to Fritz near the Warlab transition and enable his sleeper agent. He reclaims his identity as Kostetsky, and has a short conversation with Strelok about their ideals before attempting to gun down everyone around him. The Chess Player messages us directly to run into Warlab before we meet the same fate.

### Warlab pt.2

Vitamin beckons us to come closer, but something is off about him. His shoes are the ridiculous brown boots with bright yellow soles that Kholod described to us!

Strelok remarks that the one who gave him the boots must be the Chess Player, but Vitamin says that the one he talked to was more of a photojournalist. Apparently he brought some interesting photos that must be seen, but they're in a rucksack underneath the tanks outside.

Head outside the room and climb down the ladder to find it.

Inside is 7.62x54mm Isomorph ×20, Part of the Chessplayer's Diary, the next chess move, Chessplayer's Dictaphone No13, and a strange item called a Photoshop. The doctored photo depicting Strelok assassinating a Freedomer in cold blood is meant to destroy Strelok's reputation with both Freedom, and we can assume one was sent to Duty as well.

**"Promise me you'll survive a gunfight with Vitamin and company. See how life works out? Friends one day, blood enemies the next. One day you're inseparable neighbours, and the next day you're fencing each other off and suing for years for a piece of land in the garden. Today you are a bride and groom, kissing in the park on a bench under the moon, and tomorrow are ready to scratch out each other's eyes and unhappily share a refrigerator and a few square metres. And your cousins are ready to strangle you for the inheritance of your great-uncle whose body has not yet cooled down. This is our society, our rotten society. And if I can't change people, I just kill them, sometimes with by hands too... The clue to the next hiding place is in my journal. It's at the Radar."**

Return to Vitamin and speak to him. He will turn hostile along with all of the other Freedomers in the lab. **Freedom and Duty reputation will bottom out, preventing you from crossing their territory safely.** Sidorovich will fix your reputation with either or both factions for 350,000RU each.

#### Surviving the meatgrinder, again

Vitamin's two guards are equipped with automatic shotguns, which will make surviving longer than half a second nearly an impossibility. To make matters worse, there are two more Freedomers stationed just outside the room. Morphine is an option as always, but an expensive one. This time around Gas canisters are actually the preferred method, as you can eliminate problem stalkers without consequence before entering the ambush.

#### Vitamin exploit

Vitamin himself can also be killed with a gas canister after the stash is picked up but before triggering the trap. This prevents the ambush entirely, and it even prevents Freedom reputation from dropping (but your relationship with Duty is still ruined). It does not softlock any part of the quest as the next stash can be found immediately afterwards without any triggers related to him.

The dictaphone mentions the next stash is in Radar and the diary page found in the stash talks about a bus stop. The stash should be just outside the Warlab entrance.

### Radar

Search in one of the elbow pipes outside the bus stop for the stash.

Inside is a Military first aid kit, 9x39mm Isomorph ×60, Part of the Chessplayer's Diary, the next chess move, Antizombine, Bandage, Antirad, and Chessplayer's Dictaphone No14.

**"I've seen your Panther, she's a nice girl... But Stargazer isn't too bad either, ha-ha... close friend of the family. Been there, done that. All right, you're going to have to use the rattles to find a place. That's where you'll find clues to the next stash. But you'll probably end up dying there... a cursed place... Anyway, make your move and look out for the mines! And by the way, for future reference, not only do I like to draw, but I can also write poetry... We assassins are so... sentimental, aren't we?"**

The line "you'll probably end up dying there," along with the medicines and the mention of a hospital on the diary page paint a pretty clear picture of where we are heading next.

### Hospital

The Hospital will be occupied by Monolith forces. One tank, one machinegunner, and three regular troopers will be waiting for you in the entrance area along with the natural mutants. The second section will have seven more tanks as well as two fully cloaked troopers.

Enter the Black Doctor's section of the hospital and look for the stash in the southwest corner of the building.

Inside is 12x76 Isomorph ×10, 7.62x54mm Isomorph ×10, 9x39mm Isomorph ×30, and a Hint to search for a freshly dug grave. You may recall a tool discarded not too long ago.

### Generators pt.3

Sure enough, there is a stash in Full-bird's grave.

Inside is all three musical instruments, a Psychiatrist's raincoat, 9x39mm Isomorph ×60, the next chess move, and Chessplayer's Dictaphone No15.

**"Well, how do you like the outfit? Why don't you try it on? It's a nice armoured suit, isn't it? I made it from Cold... I'm kidding, I'm kidding! It's nothing, but thanks for Fritz, he'll make a good bodyguard. The future belongs to robots, to obedient zombies... No feelings, no emotions... My wife wouldn't listen to me. She wanted a doctor, you see... I cured her without a doctor. However, it wasn't without surgical intervention. Look at the rattles in your backpack to find a place at Zaton, there's a tip on a stash somewhere... The game's coming to an end, and the situation on the board is not in your and Kostya's favour... so I'll see you soon... See you on the air"**

From the hints in the dictaphone and the musical instruments in the stash, it seems like we are searching for some kind of place to perform in Zaton.

### Zaton pt.3

Seven bandits will be tangling with the flesh that live around Izumrudnoye when you reach the location. Clear everything out and pick up the paper on the stage.

This is the Chessplayer's Sixth Note, which references the port cranes.

When you get to the cranes, six zombified stalkers will be wandering around instead of the natural controller spawn. Wipe them out and climb a little up the southern crane for another note.

The Chessplayer's Seventh Note references the broken bridge where the rusted military convoy is.

Beware three mercenaries wandering around the bridge area, and climb up the girders to find the next note.

The Chessplayer's Eighth Note can only be referencing the Skadovsk. Head there and jump over Prime's counter to find the next note.

The Hint reads "Unlicensed cemetery near the house..."

### Cordon pt.3

Search the attic of Sepator's house in Cordon, next to the graves just outside Sidorovich's bunker.

Inside is 12.7x108mm AP ×10, the next chess move, M209 ×3, Gauss cassette ×20, Fly amanita ×3, and Chessplayer's Dictaphone No16.

**"Too bad... It's a pity about Panther... She was such a nice girl... but I had to take her out so she wouldn't interfere with our relationship. Did you think it was Last Day? Or First Night? No, it was me! You asked for it. I'm sick and tired of these relationships. Women are always looking for an adventure on their asses. She'll thank me in the next world that I didn't eat her, ha-ha... But that's all small stuff, now for the good stuff... I shouldn't have closed with a bishop, I should have closed with a knight... so we would have played more, and now you and Kostya get a mate, as with a letter... And one more thing: I just want to let you know that you can eat any mushroom, you just need to cook it properly. Find the owner of these mushrooms and talk to him."**

In search of a master of mushrooms, we should head up to Red Forest, and maybe take some more mushrooms with us.

### Red Forest pt.3

Speak to Forester. He admits that the Chess Player did come by. He seemed keen on exploring new territories but Forester declined to escort him personally. The Chess Player also left a message for us, but Forester needs 10 mushrooms to cook up before he wants to speak about it, opening Mushroom soup.

Return with 10 mushrooms and Forester will give you 12x76 Isomorph ×10 and let you know that the Chess Player is waiting in the local tunnels.

Explore the mines just outside of Forester's building. In addition to the local spawns, a burer, crawling pyro-poltergeist, and quite a few varied zombies will be wandering around. Pick the Journalist's Note up from the desk in front of the storage shelving.

In accordance with the hints on the note, we'll need to search the grain elevator in the ATP.

### ATP

Remove the bandits from the area and climb the grain elevator building.

Inside is 5.56x45mm AP ×30, the next chess move, Chessplayer's Ninth Note, VOG-25P ×5, and Chessplayer's Dictaphone No17.

**"What is our life? A game! Too bad I missed the Doctor... The psi dogs came running... I had to make a run for it... Fritz helped me out... faithful servant of the Monolith! But I still have a shot... we're not competing in a biathlon. Maths is chess! Chess is maths! Solve this childish equation and look for the hiding place. And me. You lost the game, which means you lost your life, too. I didn't see you as an opponent, neither on the board nor in life. It's time to die, dear boy!"**

Solve the equation on the note, which tells you exactly where you need to be.

### X-18 laboratory pt.2

The stash is located in a radioactive hotspot underneath a short flight of stairs. This is in the room where snorks normally spawn.

Inside is a Newspaper clipping, the next chess move, and Chessplayer's Dictaphone No18.

**"Showtime! Parade alle! Entertainer, my entrance! A standing ovation, turning into a frenzied ovation! Come on down to your spacious grave! Great things await you there! But alas, not in this life!"**

Immediately after picking up the stash, Chess Player will message you to come up the stairs. Don't move yet, as an elite Monolith squad will spawn into the area. Seven tanks, four machinegunners, and two fully cloaked troopers will be stationed throughout the lab. A few will be on the lower floors, but most will attempt to kill you on your way out. Clear out as many as you wish and ascend to the top floor.

At the top, Fritz will be waiting for you. He will attempt to trick you by gesturing you to come forward and opening fire immediately afterwards. Kill him and take the Chessplayer's Tenth Note from his body. It encourages you to think about the newspaper clipping in the stash about psychics. We've met a psychic somewhere before in the Zone.

### Undiscovered Land

**Make sure you actually played Dictaphone 18 so Cyclops will have his dialogue.**

Our old friend Cyclops is doing well, but needs assistance to remove the Avengers from the area. It will be necessary to find Chimera's stash to find out who his employers are, as well as wipe out the current camp in The People's Avengers. While we do that, Cyclops will ponder over the parts of the Chess Player's diary that we've given him.

**Also, while doing The People's Avengers, Teleportation will become disabled until further down the storyline.**

Take out the eight Avengers in Chimera's camp and investigate the trailer. Inside is the recently deceased body of Chimera, with a note titled Black Mark on it.

Look for Chimera's stash outside the trailer, behind one of the wheels.

Inside is The honorary "Vintorez", 9x39mm SP-5 ×50, VOG-25P ×5, and the Grandmaster's Letter. As Chimera's superior, the Grandmaster seemed to be entirely disappointed with the progress of the Avenger camp and ordered the eradication of the local Loner camp.

Return to Cyclops for a surprise - the Grandmaster and the Chess Player seem to have the same handwriting, making it likely that they are one and the same. Cyclops also discovered an intentional blot on one of the letters on the diary page we gave. There should be an identical blot on each page, revealing a hidden message when all nine are put together. Unfortunately, the asterisks don't exist in the English version of the game but the clues can be said to point towards X-16 laboratory.

Sakharov messages us that Bum has predictably gone missing and we are to stop by the bunker.

### Yantar pt.4

Bum is in his usual spot in front of the bunker. He's fine, but was chased by mutants and was sidetracked by drinking with the loners in the area for a few days.

### X-16 laboratory pt.3

Enter the lab and watch out for more explosive canisters and barrels placed in strategic spots. Zombified stalkers will be roaming the front part of the lab along with the natural spawns.

The brain room will be filled with more than a dozen zombified stalkers as well as 7 Monolith tanks, 1 machinegunner, and 1 fully cloaked trooper. Once again be patient with clearing this room.

At the top of the lab, you will see Panther's father at the end of a room filled to the brim with explosive barrels and canisters. Talking to him reveals that he is Kolki Murzo, the younger brother of the Chess Player who supposedly burned to death with their house. He was manipulated into coming to the lab to find his daughter's real killer, and begs Strelok to stop the insanity that the Chess Player has brought to the Zone.

After the dialogue even more explosives will spawn all around the room along with snorks and zombified stalkers in the room behind. A few explosives will then detonate, and the resulting chain reaction will almost definitely kill you unless you are prepared.

**Immidiately after the death of Panther's father/Kolki Murzo or after playing the last dictaphone Teleportation will work again.**

#### Surviving the big boom

Wearing a Prophet's Star, explosive resist with artifacts, and a good exoskeleton should be enough to let you heal through each tick of damage. A similar effect can be achieved with the SKAT-15. Morphine is another option if you have some available.

If you're especially cheap, you can move the initial explosives one by one by hand or with a Gravigun to lessen the density and possibly break the chain reaction if enough are removed.

Pick up Chessplayer's Dictaphone No19 and Sound epopoia will advance, showing that you have collected all of the dictaphones.

**"I couldn't burn him back then... He was a tough little brother! That's all right... but now I've fried you all to perfection... You're still alive?! That's strange... I'm alive too, but I've been dead a long time... like Fritz, like all those zombies, like you! I'm the deadest dead man in the world!!! It's impossible to kill me!!! Ha-ha-ha! Don't look for me... I'm off to the Unexplored Area, and you have no idea where it is! But we will meet again... wait for the word! And be afraid... I'm not far away!"**

It seems we aren't done with the Chess Player just yet, but for now Sidorovich will want to see all the documents we've collected.

### Cordon pt.4

Sidor tells us a good joke and gives us 7.62x54mm Isomorph ×50, 5.45x39mm Isomorph ×150, 23x76 "Shrapnel-25" ×30, 12.7x108mm AP ×50, 9x39mm Isomorph ×150, Gauss cassette ×50, and a bottle of Vodka for our troubles. The game will then play a song and hang in front of Sidor for a couple of minutes while all the dictaphones and notes are removed from your inventory. This officially closes the first chapter of the Chess Player storyline.

## Notes

* This storyline cannot be started unless you have the Liberator achievement from completing the Valley of Whispers storyline. Akim will tell you to go check Zaton if you try to talk to him beforehand.
* Panther's father can actually survive the explosions if you removed and pre-detonated enough of the barrels and canisters. However, he will run out to the hallway where two zombified stalkers will most likely gun him down, and you will need the dictaphone on his body regardless.

## Bugs

* When descending the ladder in Warlab after speaking to Vitamin, a bloodsucker ambush is meant to occur along with a voiceline saying the equivalent of "You're screwed now." Due to a broken trigger, this will have likely already occurred when you explored Warlab any time prior to this.
* As of build 15.03.2023, quest dialog is not translated to English.
* Even if Full-Bird is killed during the quest, he can still be found alive back in Yantar