recursal/Fanatic-Fandom huggingface dataset:
Laseraims

Max needs your help to disable two sniper nests in Radar and retrieve their unique laser aiming modules for Freedom.

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

## Laseraims

### Enemies

Turret ×2
Monolith ×12
Monolith (armored) ×6
Monolith (cloaked) ×2

### Reward

Feather
Monolith ID tag ×23
 12.7x108mm AP x20

## Progression

### Requires

The obtained trophy
City clearing operation
Repair boxes

### Leads to

Reserve stash
Among strangers

## Walkthrough

Enter Radar from any direction - there will be a large amount of Monolith fighters stationed along the road and you will need to fight through them to open up a route. One of the fighters stationed on the road will be holding a card from Kuznetsov's deck.

There are also two turrets in this mission, approaches to them are shown on the picture below.

1. On top of the truck in the Monolith barricade
2. On top of the underground tunnel entrance

The sniper nests themselves are shown on your map. They are located in out of bounds areas that can be reached through the normal methods. Climbing up the Warlab entrance leads you right to the northwestern nest while the northeastern nest can be reached by climbing the tree next to the downed helicopter.

Each nest contains an unusable Barrett M95, one pack of 12.7x108mm AP ammo, and an aiming module. After looting each sniper nest, a few more Monolith fighters will trickle in to harass you. Take advantage of the high ground to clean up the road before returning in-bounds, and you will be done in no time.

## Notes

* Despite the quest saying that the lasers are visible at night, it is not necessary to go to Radar at night to complete the quest.
* Each Barrett M95 weighs 9.98kg and each aiming module weighs 0.21kg. You will be looting quite a few Monolith soldiers on this quest so it's good to have a backpack stash somewhere nearby to manage the extra weight.
* After accepting this quest, Sviblov will contact you over radio, saying that he has a job for you. After completing it, Screw will do the same.
* The Monolith squads spawned by this quest will always wipe the Freedom squad guarding the transition to Central Pripyat. Taking Voronin's cyclic to eliminate this squad before entering Radar will result in a free Duty exoskeleton for essentially no effort.
Hunting at the Rusty Forest

After killing both controllers at the Dark Valley, you come to the Radar for the rest of them.

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

## Walkthrough

### Tunnel

At the Monolith checkpoint at the tunnel, you encounter an additional Monolith squad. A SEVA-suited Monolithian has a playing card from Kuznetsov's deck. The commander has a PDA saying that the former personnel of the X-19 lab has been turned into controllers; 22 people total. 7 of them are on Yantar, and 13 at the Red Forest. Moreover, a person in a X-19 orange suit has been spotted near the X-16 entrance, trying to break inside.

After picking this PDA up, a controller with his zombies will appear nearby. Kill it and pick another diary page up.

### Rusty Forest

There are 3 controllers at the Rusty Forest. One of them will have the next diary page on it.

After killing them, the next quest, Hunting for controllers, will trigger.

## Notes

* This quest and the next one assume that you already have the transition from Dark Valley to Radar by completing Classified data. It's not a requirement, though, it just makes the quest more logical.
* The required Controllers in the Forest part of the map will only spawn after having faced the Monolith Group and having picked up the PDA. Due to the possibility of entering Radar from Army Warehouses, it's easy to mistake randomly generated Controller's in the Forest as task related ones.
In the guise of the beast

Kalmyk wants you to try his potion to know your true self.

## Walkthrough

Climb the water tower not far from the Kalmyk's pump station, and watch the vision.

Return to Kalmyk for a gift and the interpretation of your vision.

## Notes

* Parts of this quest happen inside the artifact decay restrictor. Refer to Artifact decay to be aware of its size, to not trigger it too many times.
Hidden in the safe

Fang and Korn are heading to the Central Pripyat kindergarten to open the safe. You must not let Korn die.

## Walkthrough

A few mutants will spawn due to triggers in the previous quest. You can exit the kindergarten to take them out before your buddies get there, as advised in Radioman's stash.

Escort the two of them up to the room. Korn opens the safe, but it's empty. Korn says that there were the documents there, but Maximilian took them.

Talk to Fang. He's cautious and advises you to set the mines you found in the rucksack, for your own safety. You may or may not want do it, but after a couple minutes talk to Fang again. He interrogated Korn before and found out that other isomorphs are in the Red Forest, but it's unknown where exactly.

After the talk, 4 Monolithians will attack the kindergarten.

Head to Red Forest to speak to the newly-arrived NPC named Forester in the old mineshaft, and take on Sniper's duel.

## Notes

* You don't need to set the mines, but Monolithians will close in on the location after your conversation regardless.
* Korn carries an LR-300ML with a Schmidt&Bender scope attachment that can be bought from him.

## Bugs

* If Korn dies in the Monolithian ambush, dialogue plays as if the safe hasn't been opened yet. The task can't fail as it's already been completed, but you should reload and keep him alive just in case.
Old documents: part 2

Bring Akim the old documents from Agroprom Underground.

## Walkthrough

The documents are inside the Electra passage. You have to walk through it, timing the Electra properly, and grab the stash inbetween. Look at **1:28** on the video for the exact location.

## Notes

This quest is conveniently combined with Find the Hiding of Strelok's group, as you have to walk through the same passage in it.
Ghost's PDA

Sakharov wants Marked One to bring him Ghost's PDA in case he finds it. Ghost was a guide for a group of scientists, and his PDA contained important info about artifact properties.

## Walkthrough

The PDA can be found inside X-16, in the control room.

After giving him the PDA, Sakharov will say that Voronin might know more about Fang's death, referring to his quest Crazy Stalker's flash drive.
Dimak's notebook

Dimak, the merchant and currently only friendly stalker in Eastern Pripyat, can show you the transition back to Central Pripyat, but the exact way is written in his notebook at the river port, so you'll have to get it.

## Walkthrough

The notebook is located at the top of the river port tower, and can be accessed with a ladder. The river port, restaurant, hospital and cinema all host natural Monolith and Mercenary spawns, so it's advisable to wipe them out **before** taking on the quest, as accepting the quest will cause the elites to spawn on top of the already populated areas when you get close.

Approaching the river port will spawn in 15 mercenaries; about half of them will be using machineguns, both PKM Pecheneng and M60, making it dangerous to cross the open space to the river port. However, there are two spots providing good cover: the Prometheus statue and the bus to the south of the restaurant.

After clearing out the camp, ascend the tower to find 30 buckshot and Dimak's notebook underneath. Picking it up will spawn a small bandit group alongside a large amount of mutants, but most are simple zombies that won't be a threat.

Take the notebook back to Dimak, and get your transition. He will also promise to tell you where to get the Red Controller Brain for Kalmyk's liniment; this leads to TV for Dimak.

After completing the quest, you'll be contacted by Kalmyk, saying that they have problems and you should immediately get back to the Swamps once you found all required ingredients for Making the liniment.

## Notes

* The natural Monolith and Merc camps consist of about 10 fighters each, though there are more Monolith in the back of the cinema that won't become involved unless you get close to them. If you choose to wipe them out before accepting the quest, the two camps can be pitted against each other. The Monolith will win against the mercs, and you can use the tower as a vantage point to snipe the Monolith.
* You could also use the Camouflage exoskeleton to simply grab the notebook and leave the area. Doing this won't despawn the enemies, though.
* The D-Panthenol required for Making the liniment does not spawn until you have turned in this quest.
Old documents: part 3

Bring Akim four old documents from Dark Valley and X-18.

## Walkthrough

One document is located on a body of a military guy on a factory chimney in Dark Valley. Others are in X-18. All locations are shown in the video below:

## Notes

* This quest has great rewards for the early game, so you'll probably want to complete is as soon as possible. APS is the best early pistol - it's full auto, has almost no recoil, and is very similar to an assault rifle in practice (and is more accurate than many), but occupies the pistol slot and lets you spam cheap 9x18mm ammo like crazy. Snotty Porcupine and Tears of the Chimera provide great radiation removal (-75Ci total) at the cost of some bleeding and fatigue, which can be countered by early artifacts from Collector's stashes.

## Bugs

* One of the documents spawns on a corpse. It will turn into a zombie in a few days after accepting the quest, rendering the actual document unobtainable and softlocking the quest.
Kostya's stash, Dump

## Walkthrough

After grabbing this stash, you will be teleported into the forest in the Dump, surrounded by 6 Zombified stalkers, led by a controller who's camping at the exit to the bandit ambush point. It's probably wise to wipe the forest from dogs before taking this stash.

All possible locations for this stash:

## Notes

The next stash in the chain will only become available after bringing Barkeep the case in Steal a box from the security checkpoint.
Hunting for monsters

Once you have the mines from the Minefield, it's time to fight the Librarians at the Swamps.

## Walkthrough

You have three minutes to lay mines if you want to use them (you aren't forced to - you can keep them for yourself instead). If you do this, be sure to lay them in the open field as the librarians will be spawning around you, not Deacon's farmstead.

After 3 minutes, librarians will spawn in 80 meters around you. There will be 4 waves separated by a minute after killing the previous one - 4, 5, 5, and 2 librarians in each. Librarians can be killed in one hit with a fresh Crowbar in good condition, or by two shots from PTRD - it can penetrate all of them in a row.

After killing all librarians, report to Deacon, and get your map you needed for Gunsmith's address.

## Notes

* As Deacon said, there are 5 Gas canisters to the northeast of the village near the location border, you can pick them up or use them as you wish.
* Since the spawns are focused around you, attempting to "defend" the village will (ironically enough) just get Deacon killed since librarians can slip past you or be attracted by the gunfire of the Clear Sky squad that lives there. It is a much better approach to run far away from the village and engage in a clear space away from him.
* Librarian bodies for this quest will despawn as soon as you leave their online radius, regardless of whether they have a mutant part in them or not. There is plenty of time to carve between waves so be sure not to miss out on a valuable hand.
Lunch break

Cutlery and cooking implements are now needed. A spoon, plate, mug, teapot, and cooking pot should be in the barracks at Agroprom.

## Walkthrough

The spoon, plate, and mug can be found in the southern barracks on a box.

The teapot is on a cabinet in the same room.

Head to the ammunition storage across from the barracks for the pot.

Bring these back to the Swamps to close the quest and Not by bread alone will start.
Not on their own

X-16:
Zombified stalker ×20
Brotherhood white coat ×12
Wild cat ×20
Cockroach ×?
Rat ×?

Yantar tunnel ambush
Brotherhood white coat ×3

X-10:
Brotherhood white coat ×20
Cockroach ×?

The ballooning wild cat population has Sviblov worried. He needs an intact wild cat corpse, five cat tails, and experiment logs to research the recent changes in wildlife in the Zone. He suggests searching X-18 laboratory, X-16 laboratory, and X-10 laboratory for clues.

## Walkthrough

### X-18 laboratory

Five Brotherhood white coats will be waiting in the lab along with all of the mutants that normally reside there. Make your way down to the bottom floor to find a scientist named Ozerov in the observation room.

He is unhelpful when spoken to, and begins firing on you if you take the Experiment Log No1 on the table in front of him.

### X-16 laboratory

Five zombified stalkers will be standing guard when you exit the elevator shaft in addition to all the normal spawns. Beware one white coat waiting in ambush beyond the corner and a few zombified stalkers coming from the brain room.

In the brain room, there will be zombified stalkers and white coats spread out through each level.

Walking into the final room will cause dozens of rats and cockroaches to spawn along with 20 wild cats. It may be in your best interests to quickly toss a grenade and get rid of the bulk of the swarm.

Pick up the whole cat corpse in the showers, and the Experiment Log No3 in the room across.

Three white coats will be waiting in ambush in the Yantar tunnels, so be prepared.

### X-10 laboratory

The lab will be overrun by cockroaches and rats, along with 20 Brotherhood white coats who will aggressively come to meet you after wiping out the local Monolith squads. Make sure you grab the Experiment Log No2 from the front desk. Strangely, this log is signed by Ozersky.

### Swamps

Bring the cat body, five cat tails, and all three experiment logs back to Sviblov who will give you a Vodka for your trouble. He allows you to finally speak to Kalancha and promises to help in the fight against the Brotherhood. The quest is closed.

## Notes

* The Brotherhood white coats in X-10 are all captains in the military, reflected in their names.
Gunsmith's suitcase

After City clearing operation, Dragunov told you about the Gunsmith's note he found in his apartment. It said that

* The Gunsmith's case can be found in Jupiter, in a tunnel near the cooling tower.
* One of the keys to the case is in an observation tower near the Yanov station.
* Second key to the case is in a small box inside a large building at the cement factory.

The Gunsmith's note ends with a warning: "I must not forget to turn off the security system at the factory when I'm back. That's the way the cookie crumbles!"

## Walkthrough

### First key and the case

Head over to Jupiter and go to the observation tower. It's occupied by Aaz. Talk to him about the key. He will give you the quest named Wolf's lair, in which you obtain both the case itself and the first key.

### Second key

The second key can be found at the cement plant. The plant is protected by a small Monolith squad. There are also six turrets inside:

1 - on the top floor, visible immeditately after dropping down the hatch on the roof.

2 - before the hole in the top floor.

3 - under the hole, in the corridor.

4 - the next floor down the staircase.

5 - the floor down of that one.

6 - the next staircase.

The key itself is inside a desk in the room next to hole in the floor, after dropping down the hole.

### Opening the case

After obtaining the second key, you open the case and discover ORSIS T-5000 in it. This is a precise sniper rifle which does roughly 2x the damage than most other rifles using the same 7.62x51mm ammo.

In the case, you also discover a PDA with a note, leading to Phantom pain.

## Notes

* You can obtain the second key without having this quest in your PDA.
Grave desecrators

Cordon living dead:
Zombie variants ×20

Dump ambush:
Bandit ×50 (?)

Generators:
Bandit ×4
Brotherhood white coat ×2

Generators living dead:
Zombie variants ×20
Zombified stalker ×4

It seems the Brotherhood is disturbing corpses and gravesites. We should look into this by tracking their activities in Cordon and the Generators before getting back to Vasily.

## Walkthrough

### Cordon

A small contingent will be attacking the loner village in Cordon when you arrive. One bandit in an exoskeleton will be holding a PDA - picking this up causes zombies to spawn, just like in the Swamps. It seems that no mosquito or plague zombies can spawn but explosive zombies are permitted.

### Dump

Whether through this quest or another spawn trigger, you are likely to run into a massive contingent of bandits at the Dump. There are about fifty or more in the southern part of the area just outside of the Cordon transition. Be aware of this and run up the hillsides to escape them if necessary.

### Generators

Similarly to Cordon, a small camp of bandits and white coats will be on location. Picking up the leader's PDA will cause the same zombie spawn, but with the addition of four zombified stalkers.

Interestingly, the PDA contains direct orders from Recluse to meet at the place where the Brotherhood lab was originally meant to be.

### Swamps

Return to Vasily with the three PDAs. He tells us that he fulfilled his duty and poisoned Sviblov, though his hand slipped and he may have used more than was prescribed. Now that we know where Sviblov will be, it's time to head to X-8 laboratory. This quest is closed.

### X-8 laboratory

Five zombified stalkers will be wandering around the lab. Going through certain doorways will trigger a white flash and screenshake along with small mutant spawns around you. These can be anything from just a couple of zombies, to zombies and a karlik, a plague zombie and exploding zombies, or ghostly zombies. A shotgun that shoots 23x76 "Shrapnel-25" or a flamethrower may be a good idea to take along with you.

Make your way to the secret section of the lab to find the zombified Sviblov.

Strelok vents his rage in dialogue while Sviblov suffers horribly from the effects of the Atropine. Arguments and Facts is marked as complete.
Mystery of the islands/Eastern Pripyat

## Walkthrough

The island in Eastern Pripyat is over the Vine anomaly. Here's the full route:

Start by climbing the vine to the top of the southern branch. Crawl to the corner fully crouched. U-jump around the corner. Crouchjump onto the roof. Jump from the roof to the island, and you'll start the teleport sequence.

### Teleport sequence

After this, you'll be teleported onto the final island. **Don't forget to pick the decoder up.**

### Bonus stash

Along with the decoder, you got a note in your PDA with a tip for the bonus stash. The stash is on the roof, and to find the roof you have to follow the hint: "Ahead of the guard".

This hint is about the "Avangard" stadium in Central Pripyat, and the roof is over its main entrance. Climbing to the stashes without jump artifacts can be extremely hard, you can either watch the video at the start of the article (timecode **5:43**), or follow the instructions below.

Here's the route to the first stash in Central Pripyat:

The next stash is in the Wild Territory.

The next one is in the Jupiter, at the merc checkpoint.

**Reward: Teleport to the Agroprom Underground.**
Game physics

OP-2.2 often makes use of a bunch of game physics tricks and exploits, and the player is expected to go OOB and climb crazy heights sometimes. If you're unfamiliar with STALKER physics, you can watch this video narrated by the same voice actor as Strelok explaining some tricks: (the video is in Russian, turn auto-translated subtitles on)

Another useful trick is crouch jumping, which allows you to jump a little bit higher onto the ledge:

1. Walk into the ledge
2. Crouch fully (the key can be bound in the settings)
3. Jump
4. At the highest point of the jump, stop crouching.

A similar trick can be performed using any object (armor, ammo, weapon etc) dropped under your feet as a stepstool.
Fenrir's Cheytac M200

A modified CheyTac M200 "Intervention" sniper rifle specifically made for Fenrir, which deals wonders against any armored foe.

## Location

* Found in Fenrir's Dead City stash at the very end of the Sniper storyline.
* **(Patched in the latest patch)** You used to trade your dummy weapon for Fenrir's CheyTac when you first meet him in Zaton.

## Notes

* Unlike the CheyTac M200 "Intervention", the Fenrir version has explosive damage, a larger magazine size (5 rounds for the regular Intervention vs 7 rounds for the Fenrir version), computerized scope (18x magnification), and lighter (14 kg for the regular Intervention vs 10.5 kg for the Fenrir version).
	+ Essentially, explosive damage is very effective against APCs, turrets, and helicopters, which the regular Intervention would do little damage (turrets) to no damage (APCs).
* Unlike the PTRD, the Fenrir's rifle has 7 round magazine, is lighter (even with the lightweight PTRD), deals more damage, and most importantly, has a computerized scope to boot.
	+ .408 Chey Tac rounds are also significantly lighter than PTRD ammunition, allowing you to take much more along with you.
Fragile alliance

Support from all over the Zone is required to defend against the advent. This quest leads into many more quests for each listed individual or faction.

## Walkthrough

After completing all tasks, speak to Noah. He says Nazar will have a task for you.

## Notes

* In the current patch, the "Speak to Arkhara" section of the quest log is bugged. It should be "Speak to Bourbon", which leads to a quest with an entirely broken translation.
* Make sure you are flush with cash before entering this questline, as you'll need to spend 2,500,000 RU on various purchases for the other stalkers' supplies and the actual quest rewards are sparse to nonexistent.
	+ If you are attempting to get the Rockefeller achievement for holding 15,000,000 RU at once, delay taking Dimak's quest and delay handing in Adrenaline's quest if you are close to your goal.
Medkits for Fox

After helping Fox fight off the pack of blind dogs, Marked One asks Fox if he needs any medkits. Fox asks for 10 army medkits in exchange for an artifact recipe.

## Walkthrough

Despite Fox saying he needs Army first aid kits, you can actually bring 10 Scientific first aid kits instead. Doing this results in a better stash located in Yantar containing a random scientific suit, a random 7.62x51mm NATO rifle, all 3 Ruby artifacts (useful for Experiment), 2 Vortex grenades, and 2 Electra grenades.

If the player chooses to bring the army medkits, you will instead get a lower tier stash located in Agroprom near Sherstyuk, containing a military armor and a random AK variant.

Army Medkit AKs:

* AK-74
* AK-74M
* AN-94 "Abakan"
* AK-104
* AK-105
* AKS-74

Scientific Medkit 7.62x51mm rifles:

* SVT-40
* Galil AR
* FN Fal "Paratrooper"
* FN SCAR-H
* Remington 700
* M14
* **Knight's SR-25 (Best rifle to get, it has 14x adjustable zoom)**
* HK 417 "Sniper"
* HK G3A3

## Notes

* Army medkits can be exchanged from Kuznetsov.
* Scientific medkits can be obtained from several sources:
	+ bought from Adrenaline in Agroprom, or from Akim in Cordon for 3100RU each.
	+ found as loot during the SoC storyline (some are available at Darkscape, Yantar, X-16, and others - see corresponding articles for interactive maps).
	+ Sakharov offers two scientific medkits for each Thorn you bring.
Mutant onslaught

**From Shadowman:**
12x70 Birdshot ×50

Shadowman needs your help defending the mineshaft building from the mutants of the Red Forest. He directs you to the second floor, where he has a stash with a gun and some ammo.

## Walkthrough

Once you reach the second floor, a message from Shadowman will come through and the assault will begin. Several waves of mutants will come from both the south and the west of the building. These include all snork variants, dogs, boars, and kikimora.

None of the stalkers need to be kept alive and Shadowman is essentially invincible so you can just ride it out or put down a turret to speed up the process if you like. Speak to him again afterwards for some ammo.

## Notes

* This is most likely the first time you will have access to a gun that uses .700 Nitro Express. Any gun in this caliber will do enough damage to kill essentially anything in one shot.
Fenrir's lair at the Dead City

You have to finish Fenrir's business by eliminating the target in the Dead City.

## Walkthrough

Find Fenrir's sniping nest on a tree near the school building. Grab the photo from it; the description says that the target is one of Last Day leaders, and will appear on the main square. Jump onto the school roof. Stand on the corner closest to the square. The target and 24 heavily armed bodyguards will appear on the square.

Kill them all, and loot the body of the target. Grab the PDA from it, and report to Vagabond at Zaton.

Here's the full route (timecode **3:21**):

[1]

After picking the PDA up, you will hear the incoming message from Elsa, Sakharov's wife he told you about in Sakharov's teleport. After a brief exchange, Sakharov calls you to Yantar for a talk. This starts the unmarked quest Looking for Elsa.

## Notes

* If you finished Release but still haven't entered the teleport created by Sparkle, then Perfumer will be in the administration building. He's invulnerable, and will happily mow everyone down for you.
PDA of a "Monolith" fighter

Using the Monolith sniper's PDA you brought him in Second sniper wanted, Fenrir found out that the Monolith will hold a meeting in Pripyat-1 Underpass soon. You should eliminate them.

## Walkthrough

You have to climb into one of the top rooms under the main dome in the Underpass, and grab Fenrir's stash with a Needlegun. You are not required to use it, if you don't want to.

After grabbing the stash, Fenrir messages you and tells you to move to the crane for the better view. As soon as you walk over it, a group of Monolithians appear. All of them are armored, and most carry 7.62x51mm weapons, so you'd better take cover quick.

Here's the full route to the top.

One of the Monolithians will have the required PDA on him. Take it and bring it to Fenrir. He tells you that you'll have to postpone the counter-sniper extermination for now, as Prime is injured. You need to talk to him.

## Notes

* Pre-placing a tanky mutant embryo like a Librarian on the ground floor can help take the heat off of you while you get into position. It will die relatively quickly, but will let you pick off several enemies targeting it before it dies.
Latrine

After completion of Sound Epopoeia you stand paralyzed in front of Sidorovich for a while. Then you get a message "To be continued ... Just in a few seconds ... Stay put!".

After this message vanishes Sid has a new (untranslated) item in his conversation list, where he suggests that Strelok has a nice long rest after all his running around the Zone. There aren't that many comfortable places, but Nimble's deluxe mattress is a good place to lie down.

Strelok wakes up in the trailer next to the military checkpoint, and the quest automatically opens.

## Walkthrough

11 soldiers will occupy the base in addition to the regular spawns. There will also be a non-aggressive soldier in the latrine at the back of the base who is our main target. Take him out and grab the flash drive from his body.

The flash drive holds details of a secret meeting with the Chess Player, who created a new group of undercover agents in the Zone. In addition, there are some scrambled mentions of something important at the bandit camp behind the hangar in the Dump.

The quest will complete, opening Brotherhood of the Anaemics and The Kingdom of Dreams.

## Notes

* The soldier on the latrine is wearing what appears to be a SKAT-15.
Ill-gotten gains

After helping Photographer with Escape from the Zone, he told you about an Avenger who picked their Grapes artifact up. He should be somewhere in the southern part of the location. This is one of the Artifacts for Dragunov.

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

## Walkthrough

The Avenger in question will spawn in one of the 5 spots, selected randomly. He will have the Grapes and a playing card on him.

Additionally, 7 other Avengers will spawn near these spots. They are irrelevant for the quest, but will make your search harder, especially the ones with RPG-7s.

The quest finishes as you pick the artifact up from the body of the Avenger.

## Notes

* Grapes is one of the Artifacts for Dragunov.
Intruder

Marked One found one Last Day agent in Cordon, but Hog told him about the second one who disguised himself as a Freedom member, so he likely went to Army Warehouses. With usage of the Photo-Gun, Marked One may be able to avert more casualties from the second isomorph bomb.

**Bring a Cloaking exoskeleton and a full battery for it to save time.**

## Walkthrough

After you arrive in Army Warehouses, messages will come through from Panther's father after he strangles Scram to death.

There is no reference photograph for your standing position, so you'll need to find one on your own this time. The photograph can be taken from the guard tower behind the checkpoint.

The "target" will be on top of the green box and should only take one shot. **BUG WARNING: Don't forget to unequip your primary gun before making the picture.**

The resulting photograph will read "Sullen". Find the stalker named Sullen around Max's campfire and exhaust his dialogue. He's betrayed Last Day and disassembled the bomb before you even arrived. His most important piece of intel is a Last Day meeting taking place in Undiscovered Land near the transition to Army Warehouses. This is your cue to sneak onto the nearby rock and gather more information in Listening surveillance.
Operation "Stormy Petrel"

Kuznetsov has tasked you to find and mark 23 crashed helicopters located at Radar, Central Pripyat, CNPP-1, CNPP-2, Jupiter, and Zaton respectively.

## Walkthrough

Find all crashed helicopters on these locations; they are out of level boundaries sometimes. On each helicopter, you'll find a spot to install a GPS Beacon; it's near the main rotor axle. Interact with it to install the beacon. You'll have to buy the beacons on your own.

All 23 helicopter locations are shown on the video below.
Find out the stalker's name

After asking him if he knows Fenrir's whereabouts, Hog spoils that he can be found at Zaton.

However, he also tells Marked One another interesting thing. Apparently, there was a videographer and reporter from Lviv who was sent into the Zone by a national Ukrainian TV channel to make a documentary. When the Ukrainian president has changed, the channel policy also changed and the reporter has been simply forgotten about. He tried to leave the Zone, but couldn't. He started to work for various media from inside the Zone without much success, and eventually became a stalker. Hog has the information that he uncovered some incredibly valuable info about the existence of a bioradar, a device that lets you sense living beings.

Hog's people sent a letter with the info on the reporter, but couldn't deliver it, as the courier got scared of a Duty patrol in Bar. The letter should be inside a KAMAZ truck, a photo of which Hog gives you.

## Walkthrough

The truck can be found on the road to the Army Warehouses, and the letter to Hog is inside it. The letter contains just one word: **Catbehemoth**, which is the name of the former reporter.

After that, Catbehemoth spawns in Barkeep's back room, near Docent and Lanky. Go and talk to him.
Looking for Vagabond

To find the Hellion artifact, Resident Evil advises to look for Vagabond, a former Fenrir's apprentice, who was last seen at the Dead City. You should look at the tallest building.

## Walkthrough

Climb onto the tallest apartment building in the Dead City. Resident Evil will message you and tell that Vagabond is calling for help in a basement nearby. Look for a private house with a Loner on your minimap, and descend into the basement. Vagabond is there, wounded; give him a medkit and talk to him.

Vagabond wants you to find Fenrir's lair in Dead City, and wait for the target to show up, then kill him, finishing Fenrir's order. Then you get teleported to the surface and receive the task Fenrir's lair at the Dead City.

Here's the full route:

## Notes

* Vagabond moves to Skadovsk after this quest.
Forgotten Forest

Forgotten Forest is a forest patch isolated in a spatial anomaly somewhere between Dump and Dark Valley.

## Transitions

* from and to Dump: given after accepting Inferno.
* to and from Dark Valley: given after accepting Inferno; the transition is temporarily inactive until you accept Find the documents in X-18 from Barkeep, and also after talking to Fistful in Inferno.

## Notes

* The forest is crawling with critters at all times; however, moving along edges is generally safe. Bring melee weapons and shotguns into this forest; stack multiple quests unless you want to wipe everything out every time you wander into the depths.
* This location is also a spawn point for the purposes of A-Life sending backup packs to replace the wiped out camps. Pseudodogs spawn here.
* Once Inferno is complete, Fistful and Chemist (if revived) will move to the fireside with Cross and become invaluable allies due to their nigh infinite HP. Any extremely annoying or dangerous mutants like Mosquito or Plague Zombies can be pulled to their camp while you wait a safe distance away.
	+ Be careful when pulling Witches to their camp, as they will never target rats despite killing flies and mosquitoes--you will have to take care of rats yourself or pull them into the Grabber anomaly nearby.
* The section in the northern edge of the forest where the Emerald Wrenched spawns will yield more Emerald artifacts whenever you receive a tip-off from another stalker about a rare artifact appearing there. Two known instances of this are after giving Yurik a burer hand and after one of Dan's quests.
Fenrir's lair in Eastern Pripyat

12.7x108mm AP ×35
5.56x45mm LS ×60
5.56x45mm AP ×102

Fenrir realizes that the military counter-sniper squad is hunting him now, and he has to wipe them out somehow. You have to visit his sniper nests through several locations, lure them and kill them.

The first nest is in Eastern Pripyat, located in the apartment at the top of Vines anomaly.

## Walkthrough

Travel to Eastern Pripyat and find the apartment. You will have to climb the vine to the top towards the building to the north. In the apartment, you'll find an empty PDA. Fenrir will contact you, saying that this location was a test of your integrity, and the actual nest is in a completely different place. Additionally, you'll find a stash with Kalter's VMK here. This is a unique modification of the Steyr AUG that can be further upgraded by Vasily.

The actual nest is on top of the opposite building after you pick the test PDA up. You have to climb the south branch to the top, then walk and U-jump around the corner, to be able to jump to the roof.

The full route is shown on the video below:

After grabbing the stash, 6 helicopters will attack you. Aim either for the tail rotor with any weapon, or for the pilot with the KSVK you found in the stash.

Destroy all helicopters, and Fenrir contacts you, saying that he has a bonus for completing the job; you have to look at it on the "Prometheus" cinema. This leads to Fenrir's bonus stash.

Report back to Fenrir. He will give you the coordinates of another lair in Limansk. This starts Fenrir's lair in Limansk.

Additionally, he will advise to talk to Prime; he has a problem to solve, with a code-locked door in the Volkhov AAA site in Zaton. This will lead to the Mystery of the islands.

Lastly, Catbehemoth will message you to see him in the bar to start Diamond skulls.

## Notes

* Technically, the stash with VMK is always here, and can be even grabbed during the first visit to Eastern Pripyat.
Love triangle

Kostya requires our services to deliver his love letter to Karina the Fierce. Things may be more complicated than they seem due to someone else's involvement...

## Walkthrough

Head to the Swamps to deliver the note. Karina is sick of young men trying to get her attention, so Strelok tries to weave up a little romantic aura before presenting her the letter.

Karina doesn't hate Kostya, but he doesn't ignite the fires of passion in her heart either. She's fallen for Deacon, the religious man in the southeast village home. She asks you to deliver a note to him.

Strelok delivers the note to Deacon, who seems entirely unconcerned by feminine wiles. In fact, Deacon seems to be awfully concerned with male friendship and brotherhood to an uncharacteristic degree. To Strelok's horror, it is now his job to deliver a note from Deacon... to Kostya!

After returning to him, Strelok tries to insinuate that there is another who cares for Kostya without actually telling him who it is. He tells him to go to the village on the Swamps outskirts if he truly wants to know, and the quest is marked as complete.
Night hunting

Dan says that the calibration tools for Vasily have been spotted at Wild Territory, but only agrees to give the exact location after Marked One completes a job for him, and also pays him for the tools with Body armor repair kit ×3 and Weapons repair kit ×3.

You need to kill a controller which comes to the ruined village at night and bothers the hunters. Nobody managed to kill it yet because the psi field around him is unusually strong. You will also need to obtain Interference-protected NVD to be able to see at night.

## Walkthrough

### Night hunting

Obtain Body armor repair kit ×3, Weapons repair kit ×3, and Interference-protected NVD, and speak with Dan at night, between 1:00AM and 2:00AM.

Move towards the water tower in the ruined village. There are three controllers and a bunch of other enemies here. You can either use grenades (F-1 or anomalous grenades are advised), or find a vantage point somewhere and snipe most of the enemies from afar. There's not a lot of vantage points around, but you can use a tree on the island to the south, for example.

As an alternative, you can pre-place the "Typhoon" Turret at the water tower to kill the controllers.

After killing everyone, report to Dan. He will give you the location of the tools.

### Calibration tools for Vasily

Just like Dan said, the tools can be found at Wild Territory, near the watchtower. The exact location is on the video below (**8:45**).

## Notes

* This quest is happening inside the artifact decay area. By stepping on it, you have a small chance of some of your artifacts turning into Cobblestones. Refer to Artifact decay#Deferred decay for the pictures to be aware of the area size; try to not enter it too many times, which is easy to do accidentally when you're hanging out at the edge.
Meet Kruglov

After making your way to Wild Territory, you discover a team of scientists in a shootout with mercenaries; they are calling for help over radio.

## Walkthrough

### The simple way

Kill the mercenaries and their leader Wolfhound. Talk to Kruglov.

### The hard way

The four scientists accompanying Kruglov aren't required for the quest, but can be saved nonetheless. This will yield the Guardian Angel achievement and a Living Heart artifact, that can be used later to resurrect Chemist in Inferno. Saving all four scientists is notoriously random, and considered one of the hardest things in the game by many; players tend to solve this in overly complex ways like exploiting OOB areas or reloading a hundred times. However, there's a clean and easy way to do this on the first try.

* As you hear the gunfight, climb this ladder and run along the double pipe towards the scientists.
* Throw a grenade towards the mercs; they are behind two reservoirs. This will make them panic for a while, buying you some time.
* At the end of the pipe, kill a merc by the locomotive who is going to flank the scientists.
* Finish off the rest of the mercs, including Wolfhound.
* Wipe **the entire Wild Territory** from any enemies, to make the next quest much easier. Pay attention to electro-chimeras in the collapsed tunnel as well.
* Talk to Kruglov.

Here's a video demonstrating this (warning: grenade panic trick isn't shown, and it's really the key to this achievement)

## Notes

* Wolfhound's PDA is useless after getting the recipe, and can be given to Sidorovich in a cyclic quest.
* Vortex anomalies in the Burner tunnel can be sprinted through. They will be disabled later.
* The Music flash card №12 you can find on Wolfhoud's body is required for Max Lyuber's chain quest. It can also be used in the MP3 player you can buy from Sidorovich and Barkeep, provided you have music packs installed.
Hearth and home

In all his days adventuring in the Zone, Strelok has never really had a home to call his own. Akim advises checking out the unoccupied 2nd floor of Sviblov's headquarters to see if we'll be allowed to move in there.

## Walkthrough

Walk into the second floor of the Clear Sky base headquarters, and the screen will flash red and green while a song plays. This quest will complete, leading into Nostalgia for the past and Homemade pies.
Master class

Kuznetsov is taunting you, telling you to kill a bloodsucker with a knife.

## Walkthrough

The bloodsucker spawns outside of the mill nearby, behind the corner. It's initially looking in another direction and doesn't seem to get alerted much by footsteps, so you can just sprint to it from the back and kill it with the RMB attack. However even if it sees you and attacks, it's easy to kill it head-on by sprinting towards it. Just be sure to aim 45° down to the ground because bloodsuckers love sudden low punches.

## Notes

This is probably your first knife you find in the game. It's wise to complete this quest as early as possible, to be able to skin mutants.

## Bugs

* The bloodsucker can despawn if you leave Cordon without completing the quest, softlocking it. It's a good idea to kill it immediately after accepting the quest.
Hunter and prey

Zakhar wants you to check out an area of the Forgotten Forest where terrible incidents have been happening. Some unknown creature has been killing people and hanging their skinned bodies upside down on the trees.

## Walkthrough

Head over to the Forgotten Forest; the location where the creature was last seen is marked on your PDA map.

Once you're in the area, you'll hear the threatening rattle. Then you'll be wounded by a scripted sniper shot, and the creature will appear at the heli crash nearby. It's Predator, and he's semitransparent and hard to see. He's initially invincible. He'll disappear after several seconds, and reappear again, and again. He can only be killed during the third appearance.

Upon killing him, you hear the evil laugh; you must run for your life to another side of the forest, because the Predator will explode violently in several seconds.

Return to Zakhar for your reward.

## Notes

* If you open Predator's inventory after killing him, you'll see that he apparently belongs to Last Day.
Kostya's stash, Cordon

First Kostya's stash in the series.

## Walkthrough

The stash can spawn in one of 3 spots on Cordon. Once you take all items, you'll be teleported to the middle of Electra tunnel.

Тайники Кости на Кордоне. Все варианты. ОП 2.2.
## Changes

Kostya moves to Dump, near the campfire at the vehicle graveyard.

## Notes

This quest can be conveniently combined with several other starting ones:

* Lost document, as it teleports you right to where the document is located.
* Find a way through the military embankment, as it lets you cross the railway.
* Serviceman's PDA, as Kostya is an immortal god of the Zone, and casually stomps the sniper while walking to the Dump.
* various Sidorovich's and Wolf's cyclic tasks, as Kostya will travel from Rookie village to Electra tunnel, wiping dogs and boars.

## Bugs

* On his way to the Dump, Kostya will try to walk under the railway bridge, inevitably killing Kuznetsov in the process, as Kostya is invulnerable and he's not. Make sure Kostya travels offline before they have a chance to fight.
Myocardial infraction

Adding to his list of bizarre requests, the Chess Player now wants us to deliver three Living Heart artifacts to Kholod in the Swamps.

## Walkthrough

The Living Hearts can be obtained anywhere, whether from your own personal stash or through cooking. However, the Hint included in the dictaphone stash has some interesting directions.

It seems to point towards the overpass behind the huge generators at CNPP-2, suggesting that multiple Hearts can be obtained there. Run behind the generators and your artifact detector will start beeping.

You can jump up from the base of the generators and drop into the hole in the overpass, revealing four Living Hearts ready to be taken.

Only three are needed for the quest, so the fourth can be considered a bonus. Bring three to Kholod, who can't tell us much about the Chess Player himself. Continue talking to him to continue the storyline in These Eyes Opposite.
Mystery of the islands/Cordon

## Walkthrough

The island is over the anomaly at Cordon. Here's the full route:

Start with climbing the dead tree and jumping over to the island. Then find the invisible teleport on it, to start the teleport sequence.

### Teleport sequence

After that, drag both bombs you collected to Barkeep, and he will give you the decoder for them.

### Bonus stash

Barkeep will also give you a tip for an extra stash, starting Huckster's loot.

## Notes

* The bomb casings are undroppable once picked up, so hurry to Barkeep to shed the 30kg of weight.
Krysyuk's PDA

One of Hog's thugs named Krysyuk stole a PDA with important info on it, and disappeared from the base. Hog wants you to talk to him and find out where he keeps it. He says that somebody have seen him around Cordon.

Part of this quest are not marked in your PDA, so you must track them yourself.

## Walkthrough

This quest involves **a lot** of running back and forth, and you have to remember steps manually as they're not written into your PDA.

* Meet Krysyuk at Cordon, on the mill. He comes there after a couple minutes after entering the location, so you can wait there. Talk to him; after some threats he will agree to give you the PDA, but you have to arrange with Barkeep a safe spot for him to hide at.
* Speak to Barkeep. He can't host Krysyuk for free, and wants something in return for protection.
* Speak to Krysyuk again. He will show a stash inside the sawmill at Darkscape with some artifacts to pay Barkeep.
* Grab the stash and bring the artifacts to Barkeep. He will agree to help Krysyuk. (the artifacts are Mama's beads and Moonlight ×3).
* Return to Krysyuk to tell him about all that. After a short dialogue, he will try to shoot you to get rid of a witness and cover his tracks. To make killing him easier, you can wait 10 seconds in the dialogue to make him holster his AK, then use your pistol to kill him, as drawing a sidearm is much faster than the primary weapon.

After Krysyuk's death, Hog will message you, calling you to talk. Go and talk to him.

## Notes

* Krysyuk (Крысюк) means "Rat" in Russian, which suits his name, as he is essentially a rat in Hog's eyes.
	+ In the Ukrainian version, it is called "Щур" (Shchur), also meaning Rat.

## Bugs

* This quest might conflict with Bad deal, as they both happen in the same spot.
News from the messenger

Kalinin is waiting for a messenger to arrive, but he worries that messenger won't make it. He asks you to meet and escort him.

## Walkthrough

Find the Messenger on a road leading to Army Warehouses. Talk to him, and receive his flash drive. You can bring it to Kalinin right away, ignoring the messenger. However if you actually protect and escort him to the camp, he will give you a Snotty Porcupine, after you report to Kalinin.

## Notes

* The messenger travels north of the bandit base and will only move quickly when you're near him.
* Even if you clear the map before speaking to the messenger, more mutants will spawn after your conversation. This includes two separate groups of scorpionflies, two molerats, three kikimora, and 2 chimera (one is an electro-chimera).
	+ For this reason you may want to initiate conversation, run ahead and clear out all mutants, then come back to escort him.