recursal/Fanatic-Fandom huggingface dataset:
The Wish Granter

In your vision inside the Brain Scorcher control room, you heard the call of Monolith. You have to go to it and get the answer to your questions.

## Walkthrough

Monolith, or Wish Granter, is an illusion that kills everybody who makes a wish. Making a wish will finish your game, but it's considered non-canonical ending of Shadow of Chernobyl, let alone OP-2 which is **much** larger than SoC. In case you didn't Meet Guide and took the decoder in Stash at Pripyat, this is the only option you have after entering Sarcophagus.

If you do have a decoder, proceed to the Secret laboratory which enables about 90% of the game. This quest will end together with The mystery of the Monolith.

## Notes

* One of the choices at the Wish Granter enables you to use the in-game spawner (in the game options) to spawn *any* object in the game, not just specific quest ones. It will cost 400000RU instead of the usual 200000RU, though. Keep in mind that anything spawned through this method still counts towards the Deadbeat achievement, which blocks S.T.A.L.K.E.R. It's unadvisable to waste your 4 attempts, because the game is huge and you'll possibly need them to fix an obscure bug or your oversight.
* Item names can be found here:
	+ Quest items: https://stalkerportaal.ru/blog/op\_2\_1/op\_2\_1\_spisok\_predmetov\_chast\_2/9-1-0-762
	+ Weapons: https://stalkerportaal.ru/blog/op\_2\_1/op\_2\_1\_spisok\_predmetov\_chast\_1/9-1-0-761
Trap for Beast II

After finding Ghost again, he tells you that Beast is turning himself into the authorities and is in the southern checkpoint in Cordon.

## Trap for Beast II

### Enemies

Avengers ×15
Military (armored) ×20

## Walkthrough

Arriving in Cordon, you will see several master Loners sitting around Buusty's campfire in the Rookie village. Speak to the one carrying a minigun to begin the quest.

After dialogue with him, three squads of Avengers (9 total) will spawn at both the west and east entrances of the village. Most of the important NPCs in the village are either invincible or have very high HP, but Guide and Sepator can both die so it's probably a good idea to help out. After this, you can assault the southern checkpoint at your leisure.

Beast himself is located in the barracks and can be killed from outside the window if you like. Bring his documents back to Ghost to continue the questline, which will only unlock after finding the Missing expedition.

## Notes

* The Loners will likely die and leave loot if you allow them to fight first, but rushing the checkpoint will allow them to live. They will stay at Buusty's campfire and protect the village for the rest of the game if they do not die.
* The leader of the Loner squad carries a minigun, and Beast carries a Remington 870 "Marine Magnum".
* You can pick the Minigun M134SM up if the stalker carrying it dies. It can be repaired without any donors for a double price. See Item condition and repairs for details. Alternatively, Skinflint can buy it for 30% of the nominal price (you don't it need anywhere else except for Adrenaline's chain, and there are several miniguns in the game).
Mutant catcher

In return for the assistance of Milvus and his squad in the wave of mutants, Arnie is requesting that we find a special Needlegun able to fire tranquilizer rounds, 40 special hollowed out needles, and ten vials of a sleeping draught.

## Walkthrough

Go to the swamps and speak to Kholod. He wants five vials of the sleeping draught for himself in return for lending out the Modified needlegun, so 15 vials will be needed in total. Apparently the potion can be found in vials inside destructible metal boxes in the Hospital.

When you arrive at the Hospital, you'll see the first two main sections of the building filled with metal boxes on shelves and in various crannies. There are 16 vials available, 15 of which will be needed for the quest objectives.

Return to Kholod to give him the promised 5 vials, and he'll hand over the Modified needlegun as well as 40 Special needles. Bring these and the leftover 10 vials to Arnie and he'll promise that Milvus will support us in Zaton.

## Notes

* The burers that live in the Hospital can throw around the metal boxes AND the vials inside of them. Try to get rid of them quickly before they have a chance to toss around too many containers.
	+ with the recent patch from 15.03.23 the burers have been changed to bloodsuckers (only in this quest).
* Containers can contain 0, 1, or 2 vials each. Spam interact after breaking them to ensure you don't miss any.
* Remember that you can easily break this kind of metal box by dragging it with shift+F instead of using knife durability.
Prototype army armor suit

Vasily was informed that the military are testing the new armored suit in the Swamps. He wants you to obtain this prototype and let him examine it.

## Walkthrough

Complete the questline stemming from Among strangers. Obtain the suit and take it to Vasily. He will complain about the damaged state it's in (understandable given you had to shoot the scout to obtain it), but agrees to repair and upgrade it regardless.

Return in 23 to 24h (random) to pick up the new and improved Gagarin.

## Notes

* The Gagarin protective suit allows you to survive a blowout unscathed while worn, making it the vital component of the Commemorative picture quest.
Raiders

Hog isn't interested in monetary repayment of Maverick's debt, and asks a favor instead. You need to eliminate the rival gang together with its leader Baron, who are to attack the hangar in the Dump soon. You should warn the stalkers about the imminent attack.

## Walkthrough

Head to the Dump and speak to Artyom the Cook. He requests you to ask Devotee and Prapor for additional help. This leads to Shoulder to shoulder.

Returning to Hog after completing that quest has him guarantee that the debt is repaid, and he will additionally give you a gun.

After walking a short distance away, the player will message Maverick to inform them the debt has been paid, and will be instructed to head to the factory in Yantar for the next step. When you reach the area marked in your PDA, Stay alive will trigger.

## Notes

* You can only accept this quest from Hog if you have 40,000RU in your pocket.
* The reward for this quest is a unique gun, the SKS Custom, which is one of the only viable medium-long range weapons chambered in 7.62x39mm.
Anarchist's stash

The Freedomer Ivantsov was dealing with had a stash on the west side of the Freedom base in Army Warehouses.

## Walkthrough

The stash is located on top of the floodlights above the train tracks.

Inside is a huge amount of supplies and low-tier mutant parts, along with Anarchist's flash drive. It details how Murzo is running a black market that spans several areas in the Zone, and that a sniper tower in Radar is their next target.

Lukash is also implicated, and we have to speak to him. Oddly, what he wants from us is 20 parts from each mutant that is infesting the Freedom base in Specific taste. This quest is closed.
TV for Dimak

**In X-8:**
AEK-973
Minigun M134 "+2"
FMJ Box (150x3) ×600
Battery ×2
7.63x39mm ×30
7.63x39mm AP ×30
5.45x39mm Isomorph ×30
7.62x54mm Isomorph ×10
9x39mm Isomorph ×30
5.56x45mm LS ×30
12x70 Buckshot ×10
Grenade 20x85 HE ×1
VOG-25P charge ×2
M209 charge ×2
Snowflake grenade ×2
Vortex grenade ×2
Double F-1 grenade ×2
Rucksack ×2

**In Pripyat-1 Underpass:**
Steel Rat nano-suit
Assaulter exoskeleton
OTs-33 "Pernach"
Black Angel
Snotty Porcupine
Emerald wrenched
Ruby Spring
Ruby Pellicle
Ruby Battery
Vortex grenade ×3
Lighter grenade ×3
Cumulative H-82 charge
M-61 frag grenade
12x70 Buckshot ×20
5.56x45mm ×60
5.45x39mm ×60
Gauss cassette ×20
9x18mm PBM ×60
9x18mm ×27
Rucksack ×2

Dimak has a Red Controller Brain required for Kalmyk's liniment, stashed away in X-8. For the information on that stash, he wants you to bring him a TV from the "Yubileynyi" service center.

## Walkthrough

### TV in Yubileynyi

The "Yubileniy" building is marked on your map by the inactive transition to Lab X-8. It is infested from top to bottom by Monolith and zombies, with a Parasite, a couple Exploding zombies, and a Mosquito zombie in the mix. If you haven't fought the Monolith here before, there will also be the usual Yubileynyi population. Most of the enemies can be drawn out into the ambush behind nearby corners.

Theoretically this is another situation where you could use a Camouflage exoskeleton to grab the objective and leave, but unless you want to be using camouflage every time you visit the location it's good to clear out the building eventually.

The TV itself is hidden on the upper floors of the building, with a dozen of potential spawn points, two of which are shown below:

Bring it back to Dimak. He gives you the code to the door to the X-8 laboratory: **29121997**, and also the transition to Pripyat-1 Underpass.

### Red Controller Brain

Go back to Yubileyniy and enter the X-8. Dimak's stash with the controller brain is located on the middle level, in a fridge with the locked door; you'll have to shoot it to unlock. The location is on the video below.

### Extra stashes

Dimak's stash with the red brain is not the only one; it's not mentioned anywhere in the dialogue, but there's a bunch of expensive stuff spawned in X-8 and Pripyat-1 Underpass. Be sure to look well, and in X-8 you can obtain a Modernized merc exoskeleton and Minigun M134 "+2" with two red batteries for it. In the Underpass, you can have another exoskeleton and the Steel Rat nanosuit.

Beware of **12** turrets and a bunch of Monolith and mutants that spawn in the Underpass specifically after this quest!

Here's a video showing two most valuable stashes in the Pripyat-1 Underpass:

The video for the minigun stash in X-8:
Sapper

With the newly-acquired map of the minefield, Devotee wants to remove it completely to open the way for newcomers to the Zone.

## Sapper

### Reward

AEK-919K "Chestnut"
 9x18mm PBM x40
20,000RU

## Walkthrough

In order to remove the minefield, we need 8 Plastic Explosives and an NK-100 Detonator. Both components can be bought from Alex, the Freedom merchant in Construction Site, if you don't have them from previous stashes or quests.

Clear the southern checkpoint of soldiers so they don't bother you while laying the explosives. Follow the visible markers on the map and watch the fireworks. Devotee gives you the AEK-919K "Chestnut", 2 packs of 9x18mm PBM, and 20,000 RU.

## Notes

* Be careful not to blow yourself up. NK-100 will detonate every remotely controlled explosive in a 100m radius, including those in your inventory!
Strelok's stash (Sarcophagus and Red Forest)

**In Red Forest:**
Rucksack ×2
12x76 Isomorph ×20
7.62x54mm Isomorph ×20
5.45x39mm Isomorph ×60
9x39mm Isomorph ×60

**Bonus stash:**
Strelok's teleport to Cordon
Strelok's teleport to the Sarcophagus

## Walkthrough

### Stash in the Sarcophagus

The location of the stash in Sarcophagus is shown on the video below. (**8:08**)

### Stash in the Red Forest

However, when talking to Doctor after this stash, he will say that you didn't find everything. Look at the PDA you grabbed from it - it has a note that you left two more stashes in Red Forest.

### Bonus stash

PDAs in both Red Forest stashes say that you left the extra stash on a tower in the Bar. Its location is also shown on the video above.

### Doctor

Report to Doctor after finding all stashes.
Stash of a "Monolith" fighter

In the PDA of a "Monolith" fighter, Fenrir found a record about a stash in the Wild Territory. You need to look around the construction crane.

## Walkthrough

This stash is reached through the extremely obscure puzzle of invisible teleports. During the unfinished construction part, 3 and then 3 more controllers spawn nearby.

Here's a video with the full route:

After finding the stash, return to Fenrir.

## Notes

* Bioradar circuit is one of the parts for the Universal bioradar.
The Blend's flash drive

Freeman looks at Gavr's documents you copied, and says that he probably understands who killed Fang and why, but he needs something to verify his suspicions.

In his briefcase that Marked One returned from James in Mercenaries' suitcase, Freeman discovered some documents from James, besides his own ones. The documents say that there's going to be a secret meeting of mercenary leaders in Dark Valley soon, and that someone named Blend will be on the meeting, among others. Freeman needs his flash drive. The meeting is going to start soon, so you need to hurry.

## Walkthrough

Blend will be waiting in the abandoned factory in Dark Valley, on the top floor, with nine other mercenaries. You can kill them on your way to him. In a dialogue with him, you can choose to either pay 50000RU for his flash drive or kill him outright.

If you paid him and ended the talk peacefully, Blend will advise to leave the factory as soon as possible, because the other mercs are already on their way to the meeting. That seems to be true, as shortly after that the factory will be flooded with 26 mercenaries. The easiest way to escape is to jump out of the fire escape door on the south onto the warehouse roof below, and run away; or you can climb to the factory roof and escape to the north through a tree.

Bring the flash drive to Freeman and read it with him. Turns out that Gavr's gang decided to take over the Monolith. Fang has been hired by them for his expertise in electronics engineering, without knowing anything about them. Over time, he started to suspect something and Gavr ordered his assassination.

## Notes

* To make this quest look a bit more sane, you could wipe the usual factory fauna out before accepting it.
* Despite Blend saying to not kill anyone, you must only keep Blend himself alive for the peaceful outcome. In fact, the mercs won't despawn and you'll have kill them.
* **It's strongly advised to let Blend live.** In that case, he will leave you a great reward much later at the end of NS storyline, during Bunker D-6 assault. Unlike James's stash when you pay 50000 RU, Blend's stash is a lot more rewarding.
* Instead of killing Blend's guards when entering the factory, you can climb the broken fire escape staircase on the southern wall of the factory. Blend will act surprised that anyone could do this, and his guards will turn neutral.
	+ You can make your way into the complex without jump artifacts from the southeast corner of the complex. You can jump onto the border fence and over the wall and make your way to the staircase peacefully.
	+ The guards will still turn hostile after the deal.
* There is a grace period of about one minute where you can stay in the complex while the mercenaries are still neutral. They will slowly file in, but after that minute has passed you will be fired upon immediately.

## Bugs

* If you buy the flash drive from Blend then kill him, he will have another flash drive in his inventory.
Undiscovered Land

## Transitions

from Labyrinth: accept Safe cracker.

to Labyrinth: talk to Cyclop in Search for a floppy disc.

## Ambushes

The location is home to the Avengers who set up ambushes in this area. Here are their approximate locations during the initial visit.

## Notes

* If you want to hear Cyclop's story when you first speak to him, don't pretend to be eager to hear it at first - he will not believe you and will clam up instead.
The obtained trophy

Lukash holds a contest between Freedom members on killed Monolithians. He invites you to participate as well; the contest target is 50 Monolith dogtags.

## Walkthrough

Monolith dogtags are only dropped by master level Monolith members (usually Monolith in exoskeletons, black-suit Monolith, Monolith cyborgs [i.e., white, camo], and partially invisible Monolith).

Places to enact genocide against the Monolith (natural spawns only):

* Radar
* Labyrinth
* Central Pripyat
* Eastern Pripyat
* Jupiter
* Limansk
* CNPP-1
* CNPP-2
* Sarcophagus

After giving Lukash 50 dogtags, the Freedom armory will open (the locker room on the first floor of the same building, guarded by a guard). Shoot the lock and enter; loot it before Freedomers steal everything.

## Notes

* While the reward for this quest is great, it's also heavy. Be sure you can lift all that. If you can't, you can put the rest into one of the chests, so Freedomers can't steal it.
* Some lockers are locked, but still can be looted from.
Special recipe

Kalmyk needs a special ingredient for the medicine against radiation poisoning for Cat. It's a flower, and it must be dug out, not cut, so you'll need a shovel. It only grows under fallen trees at Cordon, Dark Valley, Dump, and Agroprom, and its smell attratcs insects.

## Walkthrough

Buy a Shovel from Barkeep. It's not always in stock, come for it the next day if it's missing. The flower looks like that:

There are 4 plants total, one for each location. There aren't many fallen trees on these locations, so finding them shouldn't be an issue. You don't need to have the shovel in the slot, just have it in your inventory. Every time you dig the plant out, a bunch of insects spawns around, attracted by its smell.

Here's a video with all locations, just in case:

Return to Kalmyk with all 4 plants. On your way back, 4 bandits spawn specifically for this quest, two in the old church and another two ~100m to the north of it.

Kalmyk will tell you that the medicine will be ready in 12 hours, and you shouldn't be late.
Phone for Panther

**From Panther:**
5000 RU

The highest ranking mercenary in Warlab appears to be a woman flanked by two guards. Her name is Panther and she gives us 15 minutes to find a backpack with a radiophone in it.

## Walkthrough

The backpack is tucked away in a randomly selected spot in the lab. It is not well-hidden, and should be relatively easy to find when just doing a cursory search. Still, here's a video with the possible spawn spots:

After finding the phone, return to Panther for further instructions. She wants you to talk to Demobee, her bodyguard. This starts Stuffed pseudodog.

## Notes

* You get fifteen real-time minutes, not in-game minutes, so the time limit is quite generous.
* The timer also stops immediately when the phone is picked up.
The invisibles

Cross was beaten and robbed by a group of military in cloaked suits; they took everything Cross had and went to Radar. He wants you to kill them and bring their anomalous weapons as a proof. He also wants you to verify a rumor that if you drop a PP-19 "Bison" into a Snow anomaly and wait a day, the gun will be covered with a cloaking coating, similar to what these guys had.

## Walkthrough

### Invisibles

The Radar road is full of camping Avengers. The military can be found in the Rusty Forest, near the crashed helicopter. Kill them and grab their weapons, PP-19 "Anomalous Bison". Condition doesn't matter, Cross will accept even 0%, but make sure to loot all of them, because anomalous Bisons are rather rare!

### Rumor verification

Obtain 3 normal, non-anomalous PP-19 "Bison" in any condition (even 0% will do). Military often carry them. Stand into any Snow anomaly and drop them from the inventory. You have to actually stand in the anomaly for the quest to advance, as guns drop practically under your feet. Go about your business for 24 hours (switching locations is okay), the location will be marked in your PDA. After 24 hours, return to that location and find out that the guns have been destroyed, so clearly the rumor is bullshit.

Return to Cross with 6 Anomalous Bisons you took from the cloaked military in the Rusty Forest.

## Notes

* As with most quests in the Radar forest, targets can be safely engaged from the western OOB to make things easier for yourself if you prefer.
* The only other source of PP-19 "Anomalous Bison" is Experienced-ranked random stashes. Cloaked military that occasionally spawn on the Cordon railway also carry those from time to time, but you can't touch them since it makes Kuznetsov angry. You can murder them in their sleep with a gas can, though.
Working for Dana: Massandra wine

In the stash:
Rucksack
GSh-18
9x19mm Parabellum ×48
9x19mm +P+ ×40
Moonlight
Slug
Canned food ×3

Today Dana is requesting us to retrieve the "Massandra" dessert wine from the northeastern camp. She also tips us off to a couple of paired teleports that take you from the helicopters near the central and northeastern bases.

## Walkthrough

20 bottles of the "Massandra" are in a breakable box in the refrigerator in the northeastern base.

Bring Dana two back with you, and she'll give you some packs of money as well as a tip on another stash.

The stash is marked on your map, and is in a barrel wedged into a pipe under the bridge.

## Notes

* Dana does not tell you about a teleport on the main rotor of the northeastern helicopter that takes you back to Khoma's base.
Stashes at the bandits' base

As a reward for helping him, Prime gives you the location of two stashes in Dark Valley.

**This quest is timed, you can lose the stashes if you don't find them in several hours.**

## Walkthrough

Both stashes are located inside the blocked-off sections of the bandit base at Dark Valley. They are not reachable by normal means; you'll have to U-jump from above floors to reach them. Here's a video demonstrating that:

After finding both, report to Prime.

## Notes

* The bioradars you find are prototypes for the Universal bioradar. They start working immediately as you insert them into the slot, but they aren't complete and can't sense mutants yet, only humans (which is the most useful part anyway).
Search for a floppy disc

Shura the Gynecologist says that Zhora the Anomaly opened the safe but only discovered old German WWII maps of the Chernobyl area. Stargazer must have wanted this; Marked One suggests to make a copy and give the maps to him.

Meanwhile, Shura wants you to help his people. He needs a blueprint of the Perfusor, a device for mixing drug ingredients. The blueprint should be on a floppy disk, and Cyclop should know where it is.

## Walkthrough

### Floppy disc location

Speak to Cyclop to use his psychic powers again. He will give you a transition to Labyrinth and answer with a riddle:

>
> *In a deserted cave of the Labyrinth*
>
> *Where clouds of spiders and so dark*
>
> *A half dead body lies*
>
> *And it keeps a secret*
>
>
>
> Strelok, look for the wounded, next to him is your floppy disk.
>
>
>
>

### Undead in the Labyrinth

Dive into the new transition (it should be in the hole in the far corner of Infirmary), and head over to the lowest level of the Labyrinth. Near the controller chamber, on the way to the teleport you will find a wounded mercenary named Undead. The floppy disk can be found next to him.

Talk to Undead. He will say that you can't assemble the Perfusor without radioactive flasks with some special glass made from Mica artifacts. He managed to hide the remaining flasks in the attic of one of the houses in Radar some time ago, when he was a Monolith member.

Give Undead a first aid kit, after which he will attempt to kill you. Meanwhile, Shura will contact you and say that there are news about the Perfusor.

### Back to Infirmary

Return to Shura, and pick the maps from the safe, on the ground next to him.

Shura will confirm that you really need the flasks and also reagents themselves, Avengers have them, but it's unclear how to approach them. Cyclop will be able to tell the coordinates of the stash that was recorded on the floppy.

Talk to Cyclop. He will apply his psychic powers and say that the merc lied to you and the flasks are not at Radar, but in another place, with another riddle:

>
> You will find a cache on the container,
>
> What will provide us with water.
>
> There is a construction site and a reservoir,
>
> But no one needs it.
>
> You have been there more than once
>
> Where the soap hidden from view
>
> You returned to the miners
>
> What made them incredibly happy!
>
>
>
>

### Unknown stalker

After speaking with Shura, an unknown stalker will contact you, and tell you that Skygazer is after this map. You should make a fake copy, without notes about transitions, and give it to Skygazer.

### Flasks

Cyclop's riddle was about the Construction Site. Three Empty flasks can be found on top of two reservoirs to the west of the wastewater lake.

Climb the ladder at the side of one of reservoirs and get them.
The Wave: Day Two

Tricky ammo drop (x3)
Cylinder with flame fuel x100
FMJ Box (150x3) x300
23x76 "Shrapnel-25" x12
12.7x108mm cartridge belt x100
Rucksack

The second day of the mutant wave takes place at the forestry station in the eastern part of the map. Milvus and his squad will already be on location.

## Walkthrough

After touching base with Milvus, Noah asks you to return to the Shevchenko which is under attack by a small group of dogs and boars. He tells you to look for Phoenix's squad near the wastewater treatment plant, opening Storming station.

## Notes

* Just like The Wave: Day One, you're accompanied by multiple immortal stalkers that you can essentially allow to do all the work.
	+ See Day 1 notes for weapon recommendations.
* One of the stalkers appears to be wielding Zulu's PKM, but he will not put it up for sale.
* The roof of Milvus' building is an excellent vantage point which is almost completely safe. About 3.0m of jump height artifacts will allow you to quickly access the roof from multiple sides when needed.
	+ This is also a good place to use the 6G30 "Zeus" as you will be able to comfortably see entire waves spawning a fair distance away from you and your allies.
* The Duty machinegunner squad that spawns in appears to be invincible.
* Like other days, the mutant corpse despawn radius is 50 meters regardless of whether the body has parts in it or not. This condition is lifted after talking to Milvus to complete the quest, so you can safely leave the 160m radius to selectively despawn empty corpses after doing so.
Powder keg

The five bombs placed in the Bar by the mercenary saboteurs need to be disarmed. Voronin entrusts us with the task.

## Walkthrough

The codes for each bomb are noted in your PDA. Keep them on hand on a second monitor or written down, as you will only have 15 seconds to enter the code before the bomb blows up. Each bomb has to be interacted with once to activate the timer, then again to enter the code.

### "Southern Checkpoint" - 7896513240

    After disarming all five, return to Voronin for his promise of a Duty squadron to help with the wave of mutants.
Mystery of the islands/Zaton

## Walkthrough

The islands on Zaton are all over the place, but you should start with the Swamp anomaly. Here's the video with the full route:

Start from the crashed helicopter and jump the islands one by one. Here are some tips on that:

* Islands **rotate**, wait until the closest approach.
* Islands have a vague border; shoot at your feet or use melee weapons to determine where their actual surface end.
* Some of the jumps have to be precise, especially the second one. It's entirely doable without jumping artifacts, but having any on your belt will make the sequence far more relaxed.

After reaching the next to last island, you'll be presented with a seemingly impossible jump to the final island. Go for it anyway, because there's an invisible teleport on your way (as shown on the picture above), which starts the teleport sequence.

### Teleport sequence

After that, you will be teleported onto the final island. Pick up the decoder and read the note added into your PDA.

### Bonus stash

Along with the decoder, there's also a tip on the extra stash added to your PDA: **"at Zaton, behind the cyclist"**. Here's this cyclist:

This is Izumrudnoye, and the stash is on in the attic of that shack, behind the drawing. Here's the route to it:

The rucksack contans a note from Wesker saying that the actual stash is "on top of a metal truss next to a power line tower" at the Iron Forest. Here's the full schematic on how to climb to that stash:

Or the video, if you prefer.

Inside it, you obtain the manual Teleport to the Labyrinth.
Phantom pain

The PDA you found in the Gunsmith's suitcase points towards a psi-generator in Pripyat-1 Underpass that has been repurposed into a container for the blueprint of an advanced weapon. The machine must be switched on and the battery drained completely before the blueprint can be accessed.

## Walkthrough

### The generator

Head over to Pripyat-1 Underpass, and get to the main dome. The generator is on the crane crossbeams; parkour up to it.

Here's a video with the route:

Interact with it, and the waves of psi-phantoms will start appearing around you.

Keep shooting at phantoms for about 9 ingame minutes, until the quest notification pops up.

Search the generator for the blueprints, but get away fast before the generator itself explodes and you'll lose them forever.

### Crafting the weapon

See Tools for Vasily for the requirements to make electromagnetic weapon upgrades. Obtain the required materials, base weapons listed in the blueprint description in the tooltip, and 150000RU as the payment for the work.

Speak to Vasily, give him the blueprint and materials, and let him craft "Hostel", an advanced Gauss assault rifle. The job will be complete in one day.

## Notes

* This shouldn't be too difficult if you have some stacked psi resistance, as you can miss a few phantoms and still survive easily. Take along a pistol with about a hundred shots of cheap ammo. Depending on your setup, you might even not need to shoot at all.

## Bugs

* The description on the "Hostel" blueprints (the ingame item) is wrong; you need two Flash artifacts, not one. Vasily's dialogue in Tools for Vasily has the correct requirements.
Scientific samples

Chernobyl Gnome ×2

Before you even start talking about electronic components for Docent, Sakharov wants you to complete a job for him. You need to obtain 15 tissue samples from Biomasses living in Darkscape, and also find a working microscope in X-10, for him to be able to research those samples.

## Walkthrough

### Biomasses

There are 15 biomasses for this quest, plus one extra that always spawns in Darkscape (marked green in the picture below). You have to run across the location, kill them and harvest their parts.

### Sakharov

After obtaining the microscope and Biomass Growth ×15, come back to Sakharov. He will only give you a can of rosin (grab it from his desk), and say that the rest could be found:

* Electronic components - in a room inside the railway tunnel at Darkscape
* Copper wire - on top of one of the garbage piles in Dump; you could ask stalkers there for details.
* Clear Sky base.
* Other places where electronic equipment can be found.

Refer to Radio parts for the actual locations of the components.

## Notes

* Clearing out Darkscape before accepting this quest will make it much more sane.
* Some biomasses close to pseudogiants might accidentally die to their stomps, making finding them difficult.
* You can bring Sakharov biomass parts from any other source if you want. The biomasses in Darkscape won't despawn, though.

## Bugs

* The microscope in X-10 could disappear after being thrown around several times by the poltergeist.
Seismic maps of the Military Warehouses

Devotee is claiming to know how to teleport from Cordon to Army Warehouses, but for that he needs seismic maps for Army Warehouses. The maps are kept on a laptop inside X-18.

## Walkthrough

Enter Lab X-18 as normal and fight through to the bottom of the lab. The laptop in question is on level 2 (bottom one), in the monitoring room above the embryo chamber. After picking it up, the ground will shake violently, and a group of mutants with a Psionic will enter the lab. Psionic will begin descending the staircase to level 2, and wander around the bottom floor. Take it out and exit the lab to deliver the laptop to Devotee.

## Teleport

After completing this quest, Devotee will be able to teleport you to Army Warehouses at will, for one Soul artifact.

## Notes

* The psionic will do heavy psi damage through walls if you're within a radius of it, so try to craft a Symbion or bring some form of psi resistance if you're worried about the final section.
* After picking up the laptop, you receive a message about the military driving out a group of pseudogiants by firing rocket salvos from helicopters at them; as a result, pseudogiants are now congregating in Dark Valley. This is foreshadowing for one of Devotee's next quests, the actual pseudogiants won't be there yet.
* This return trip to the lab is a good time to pick up the cyclic from Kuznetsov that awards you a PKM in full repair, as well as take pictures of the embryo on the bottom floor.
Quid pro quo

In exchange for 8 NVGs for Kalinin in Night raids, Sherstyuk wants you to complete a job for him. He has an info that a meeting between Avengers and mercenaries is going to happen soon at the building by the power substation in Ironworks. He needs you to plant three bombs in the building to blow them all up.

## Walkthrough

To place the bombs, you have to find proper spots marked for you. They're bright green and well visible, but are also well hidden in the building. The video below shows them all. (**2:14**)

After doing this, report to Sherstyuk. He will only give you 7 NVGs out of 8 required for Kalinin, though.

## Bugs

* When planting the bomb in the basement and activating the spot in a jump, you can miss the trigger on the ground that activates the 15-second timer (see the video above). Walk around to launch it.
Ruby Spring (quest)

Doctor claims that there's a way to open teleports from him to different locations - Cordon, Yantar, and Army Warehouses. Each teleport needs a specific artifact to activate. For Cordon, it's Ruby Spring. You have to travel to Syak and ask him about a Ruby Spring he owed Doctor.

## Walkthrough

Travel to Syak at Radar, talk to him. Grab a Ruby Spring, bring it back to Doctor.

## Notes

* After this quest, Doctor will be able to open a teleport to Cordon for you, for a Ruby Spring.
* You can skip Syak completely, and give Doctor your own Ruby Spring if you have one.
Reconnaissance by fire

Screw wants you to find heavy vice at Ironworks. The problem is that he doesn't know any safe route from Swamps there. He advises to check Devotee out first, as he might know something about the mercs coming from Ironworks through Swamps and Cordon.

## Walkthrough

Move out to Cordon, and talk to Devotee. Complete the Arc of Fire quest for him; you'll obtain the transition to Ironworks in the process, and also two PDAs you need to give Screw.

Travel to Ironworks through Swamps. As Devotee warned you, there's a lot of mercenaries on this location, and they set up turrets there. Potential approaches to turrets and mercenary APCs are shown on the picture.

1. On top of a brick building.
2. In the yard, on the ground.
3. BTR in the yard.
4. On top of a metallic shed.
5. On top of the building.
6. On top of the building.
7. On top of the building below, from the roof.
8. On top of the building below, from the roof.
9. On top of the 1-story outbuilding, from the roof.

Two mercs will carry M60s.

The vice for Screw (**15kg**) can be found inside the production facility. After picking it up, a light helicopter will fly in. Destroy it by targeting the pilot. Alternatively, it's one hit to the body with PTRD.

Return the vice and both PDAs from Arc of Fire to Screw for your reward.
Scientific treatises

Sakharov wants you to find and bring him four workbooks from the secret labs throughout the Zone, written by the scientists who continued to work in the labs after the second Blowout. He promises a Pellicle recipe for that.

## Walkthrough

Exact location of the treatises is shown on the video:

The fourth one is located in the Warlab, which is unlocked much later than others - in Territory exploration, after completing the Search for the mysterious stalker storyline.

After you obtained all four treatises, report to Sakharov. He will thank you and direct to Wolf who has a gift for you.

## Notes

* Completing this quest splits the game plot into two huge parts.
	+ Talking to Wolf for your reward promised by Sakharov (**OP branch**) will eventually open Eastern Pripyat, Zaton, Jupiter, and other locations to the east, as well as the Sniper and other major questlines, and also upgrade the Monolith enemies to become tanky, essentially making smaller calibers obsolete.
	+ Continuing with the Warlab quests (**NS branch**) will eventually open Red Forest, Limansk, Old Village, Generators, and other locations to the west. You can do either both simultaneously or choose the one you like, but you'll have better rewards if you follow the "OP branch" at least initially.
The third part of the recipe

You still need to find the third part of the recipe for Prophet's Star. Proper70 instructs you to go to Skadovsk on Zaton to ask around; he will contact you.

## Walkthrough

Go to Zaton and talk to the new NPC named Ludmila on Skadovsk. Catbehemoth told you about her when you accepted his task Universal bioradar. She is looking for her husband who went missing at CNPP-2, on one of the roofs, and asks you to investigate. This starts Information about Lyudmila's husband.

Complete that quest, obtain the third part, and return to Proper70, starting Component search: Part 3.
Scrap metal

Screw wants to fix the broken tank at the Army Warehouses. Your job is to find another five broken tanks at different locations, and mark them with GPS trackers Screw gives you. Additionally, you have to look for an intact battery in any of these, and bring it to Screw.

## Walkthrough

All tank locations are shown on the video below, as well as the battery:

## Notes

* The battery weighs **43kg**. Plan your load accordingly.
* Taurus Judge is a revolver that accepts .410/73 Magnum Buck ammo, which makes it somewhat unique.
Protect the Barrier

Lukash wants you to help in protecting the Barrier from the incoming Monolith wave.

## Walkthrough

Travel to Cap, the commander of the Freedom group protecting the Barrier, and talk to him. A Monolith group will spawn next to the transition to Radar. Eliminate them, then the next wave, then the third one. Report to Cap.

## Notes

* You don't actually need to camp them at the Barrier. The easier way would be to just rush forward and wait for them to spawn right under your crosshair.
Penetrate into the laboratory

Sakharov revealed that the psi field around Yantar is generated by an unknown device in the X-16 laboratory. You have to get inside and disable it, using the Adjusted psi-helmet he gave you to protect yourself from the field.

## Walkthrough

### Search Vasiliev's body

To locate the transition into X-16, you have to find the body of Sakharov's assistant, Vasiliev, who died trying to get inside before you. His body can be found by the crashed helicopter.

## Notes

Having a closed-loop suit with telepathic resistance, and two Symbions on your belt can make this **significantly** easier. Symbion recipe can be found in X-18 in the control room. Transmutator can be received in Compromising materials. Sakharov gives you a closed-loop suit for saving Kruglov on Wild Territory; alternatively, you can get one in Fox's stash in Medkits for Fox, or buy a Clear Sky scientific suit at Swamps. The Clear Sky suit is preferable as it has 50% telepathic resistance. Also, make sure you have at least 2 powerful grenades with the large radius, for example Vortex grenade.

You can do it without all this or some of this, but it will make things harder for you.

## Bugs

* **Do not descend into the lab** if you haven't finished Find the Hiding of Strelok's group! This can softlock the game. This bug is from the vanilla Shadow of Chernobyl.
Perimeter protection

Cap wants you to bring a broken turret from Central Pripyat, stored inside the Monolith base.

## Walkthrough

The turret can be found inside the Palace of culture, inside the pit.

It won't shoot as it's broken, but it weighs **50kg**, so make sure you can lift it.

Careful, as you'll have another live turret in the basement.

Deliver the turret to Cap. He will take it, and send you to Docent with the broken fire control unit.

Make your way to Docent in the Bar. He says that he will fix it, but for a price, leading to Recharging. Complete it, and return with the fixed control unit to Cap. Freedomers will install the turret at the barricade, and it will shoot incoming mutants.

## Bugs

* While it seems to be relatively heavy, the turret can be physically pushed by mutants and eventually fall off of its elevated position. This renders it essentially useless since it will be blocked on most sides. There doesn't seem to be a way to return it to its original position.
Wolf's lair

In return for one of the keys to the Gunsmith's case, Aahz wants Marked One to exterminate a lair of werewolf-chimeras in the tunnel near the cooling tower. However, there is a catch: the leader, a white colored specimen, must be photographed without being harmed in any way.

## Walkthrough

Head over to the tunnel; it's marked on your map. This is the same tunnel Gunsmith wrote about in his note, and his case can be found there, behind the rubble in the end of the tunnel. If you have trouble finding or getting it, here's the video (timecode **1:25**).

Pick the case up, and the wave of 7 werewolf-chimeras will spawn at the exit. You need to kill the ones with black fur and take a photo of the white one. After a minute, the second wave of 9 black chimeras will spawn.

One tip for killing chimeras in melee is to make them run into the wall, as they are slow to turn.

Another is to let it jump at you, step aside for it to miss, turn 180° and hit it in the back.

After taking a photo of the leader and killing all others, return to Aaz for your reward and the first key to the Gunsmith's case.
Tools for Vasily

Vasily tells you that he can make unique guns by improving the standard ones with artifact pieces. For that, he needs:

* Calibration tools from Dan (leading to Night hunting).
* Precise tools from Docent (leading to Radio parts)
* Upgraded weapon blueprints. A craftsman named Gunsmith used to work in the Zone, but disappeared after he went into Pripyat trying to visit his pre-disaster apartment. He was last seen talking to Informant. (this leads to Gunsmith's address).

## Walkthrough

Both sets of tools must be turned in at the same time. After bringing them to the Swamps, Vasily gives you the recipe for the absolute "Pudding," as well as a Walther P99 "Tactical".
Unsuccessful landing

A military helicopter has been shot down over Army Warehouses; a case with military documents landed on one of the power towers. Kuznetsov wants you to get this case back.

## Walkthrough

The case itself can be found on one of the power towers, chosen randomly.

Try kicking the case off the tower by shooting it, preferably sideways. Keep in mind that it breaks when damaged too much, softlocking the mission.

## Notes

* Don't bother using a smallbore rifle since it'll barely move the case at all--birdshot aimed at a corner will immediately knock it off of the tower.

## Bugs

* Rarely, Kuznetsov doesn't have the dialogue to accept the case.
Ruby Pellicle (quest)

Doctor claims to know how to teleport you into Army Warehouses, but he needs a Ruby Pellicle artifact to do that. Baldy in the Bar should know where to get one.

## Walkthrough

Go and talk to Baldy. He will ask for a Symbion artifact for the information about a Ruby Pellicle. After bringing it to him, he will say that he hid it on top of the transformer booth in the Wild Territory, right above the underpass, between the railways.

Bring the artifact to Doctor.

## Notes

* After that quest, Doctor will be able to teleport you from Central Pripyat to Army Warehouses for a Soul.
* You can skip Baldy entirely and give Doctor your own Ruby Pellicle. Even after the quest completes you still have the option to trade a Symbion for the intel on the Ruby Pellicle, and it will be collectable in Wild Territory.
Search for Boatswain

At the behest of the Black Doctor, Marked One is searching for a man immune to the effects of psi-radiation to help us disable the psi-antennas in front of the Monolith base in the Generators.

*Parts of this quest are not tracked in your PDA.*

## Walkthrough

### Generators

Ask Ghost about Boatswain. Apparently, he was last seen in the Swamps near the water tower in the northern village.

Speak to Black Doctor. He will give you a ride on his helicopter to the Swamps so that you can pick Boatswain up.

### Swamps

You'll be dropped outside of level boundaries, just north of the abandoned train. Conveniently, Boatswain will be marked on your PDA map, so make your way over to him while clearing out the mutants above his hangout.

The quest will automatically be marked as complete when approaching him. Talk to him and the Doctor will agree to send a helicopter to pick both of you up as Boatswain is in no condition to travel long distances by foot.

Speak to Boatswain once again to start Extraction point.

## Notes

* After getting on the helicopter both ways, a message regarding a new transition being discovered will appear. This is not a real usable transition and is only there for the purposes of the helicopter fast travel.
The mystery of the Monolith

After reaching the Monolith Control Bunker, you now only have one option to get answers to your questions.

## Walkthrough

The bunker is filled with Monolith troops, carrying two M249 SAW and two M14s which are uncommon otherwise.

Kill all Monolithians and enter the control chamber. The door will automatically close behind you, trapping you inside. Destroy 6 energy sources for the Monolith hologram; after each you'll have a poltergeist appear in the room. After destroying the sixth, you'll see the hologram of The C-Consciousness representative.

Talk to C-Con rep, listen to him asking your questions about the Zone, and either agree to join C-Consciousness or refuse to do it. Joining C-Con ends the game immediately, and is considered non-canon ending of Shadow of Chernobyl alongside the Wish Granter endings, let alone OP-2 which is **much** larger than SoC.

Refusing to join kicks you out of the room to CNPP-2 to fight more Monolith and continue the game, and earns you the Self-finder achievement. Refer to the first visit to CNPP-2 for more info and the location of turrets there.

## Notes

* The Wish Granter ends together with this quest.
* You get kicked to CNPP-2 by teleportation; the room door will not open until you also bring A Farewell Note to Ghost.
Resident's blunder

The mysterious message from Resident must have to do with Brotherhood dealings. We should check out the meeting place in Wild Territory, near the loner camp.

## Walkthrough

Resident will be hanging out behind a tree, flanked by three master loners.

Speak to him and he will scold us for digging into matters beyond our means. We are sentenced to death!

After this conversation he and all loners in the area will become enemies as your reputation drops to around -5000. This encounter is actually relatively easy to just run away from. Resident will attempt to follow you, but you can pick him off after he separates from the pack. After his death, Loner reputation will go up 10,000 points, just like what happened with Zhora the Anarchist in Wolf in sheep's clothing.

Search his body for a PDA with an unfinished chess game. The Chess Player himself will message you directly to congratulate you on interrupting this game - we now have the responsibility of finishing it. The next move will be in a certain stash that will be hinted at by a "self-made pathfinder."

Time to see our friend Kostya again in Super consultant.

## Notes

* If left alive, the master loners will hang out in the area exactly where they are. They'll still bark at you and point a gun if you get close but won't cause any issues.