recursal/Fanatic-Fandom huggingface dataset:
Blowout and horror hour

**WARNING: traveling between locations during the blowout or horror hour is a known source of game breakage. Do not do that.**

In OP-2.2, blowouts happen each 1-7 days randomly. Interestingly, crows sense an approaching blowout up to two hours earlier than humans and get very noisy. At the start of each blowout, there's a small chance to trigger Artifact decay in your inventory.

You can buy a map of blowout shelters from Informant at the Bar; refer to One-time offers#Informant.

Certain armors like Gagarin protective suit allow you to survive blowouts without shelter. Doing this 5 times will earn you an achievement.

Each evening (9:00PM-12:00AM), there's also a chance for an event called Horror hour to happen. Messages in your PDA indicate that a mysterious group is trying to cleanse the zone of mutants or stalkers! During it, you will be surrounded by zombies and phantoms, and have to defend yourself. Horror hour has a chance to fizzle after starting. This even can be disabled in settings, however many players keep it enabled to have a chance to collect more valuable Zombie Hands. The best weapon for the Horror hour is Fight gloves, as no exploding zombies spawn during it.
Camouflage exoskeleton

Voronin wants you to find the new model of a Cloaking exoskeleton mercenaries have at Ironworks, saying that it's probably being kept in some of the administration buildings.

## Walkthrough

There's a turret and an APC in this mission. The location of the APC and approach to the turret are pictured below. The turret is on top of the truck, right behind the corner, near the APC.

The exoskeleton is inside the school building, in a locked room that is only accessible through the hole in the roof. The hole is covered with a Fruit Punch and Electra anomaly; Electra can be discharged with a bolt, but you'll have to jump through the Fruit Punch. The exit is also covered by a Springboard, which you have to go through.

Bring the exoskeleton to Voronin for your reward.

## Notes

* While this is the only cloaking exoskeleton that is can be found without a matching high-capacity battery, the cloaking exoskeletons found in the Sarcophagus stash and Pripyat Dungeons bonus stash are also valid to turn in if found earlier.
Captivity

Miner wants Marked One to save Fima the Charcoal from Monolith captivity in the Labyrinth.

## Captivity

### Enemies

Parasite ×3
Monolith ×30
Monolith (armored) ×3
Turret ×7
Librarian ×3

### Changes

Fima the Charcoal shows up at Miner's camp

### Reward

Transition: Cave - Labyrinth
Recipe: Rattle

## Walkthrough

Labyrinth can be really confusing for new players and too dangerous in the early game. It's filled with turrets at the first visit. It's not advised to go there without having at least a sniper rifle with enough ammo to destroy 7 turrets (or better, the PTRD), and preferably BPOs Binocular upgraded by Lanky to be able to see turrets. Additionally, the location has several plagued and psi enemies such as Parasites, so having a scientific suit is also desirable.

### Saving Fima the Charcoal

After clearing the main chamber of the Labyrinth, searching the body of the guard at the level 3 reveals the code for his cell in his notebook: **208568**. Open it, and find Fima the Charcoal lying wounded on the floor. Heal him and talk to him.

Fima says that some stalker have been in the holding cell together with him; after a couple days, he escaped the captivity. *(this starts the storyline)*

Receive the route back to the Cave from him. Descend to the level 5 to reach the Cave transition, and return to Miner for your reward.

## Notes

* Since the player can get this quest pretty early on, it is best to save it after you complete the vanilla Shadow of Chernobyl storyline as to have better equipment to face the countless Monolith and mutants inside the Labyrinth.
* Even if Fima gets killed in the Labyrinth somehow, it neither softlocks you nor fails the quest, as this NPC is technically different from the one in the Cave.
* New artifacts will spawn across the Labyrinth after saving Fima, so get your artifact detector going and keep on hunting (be wary of artifact shock, though).
Combat

Lukash confirms that the route to the new territory called Construction Site does indeed exist. He gives it to you in exchange for a job. Mercenaries plan to smuggle ammunition through the Construction Site in trucks. You have to destroy them.

**This quest has two playing cards from Kuznetsov's deck.**

## Walkthrough

Head over to Construction Site, the new transition is just next to the transition to Radar. The location is a battlefield between mercenaries, Monolith, and military (the same squad Cross told you about in Hand teleport), so prepare for a heavy combat. There are also several turrets and APCs covering the area. Approaches to the turrets are presented on the picture.

1. Two turrets on top of two watchtowers, visible from the transition.
2. APC on the road by the bridge.
3. APC by the road.
4. Turret on a platform in the middle of the tower crane.
5. Turret on the second floor of the construction site.
6. Turret on a power transformer.
7. APC on the road.
8. Turret on a power substation made of white brick.
9. Turret on a low concrete utility building.

Four militaries and one Monolith are carrying RPO-A. Two mercenaries are carrying M60s.

Two mercenaries at the warehouses and construction site will have playing cards on them. One of the militaries in the warehouses will have a Fort-15 in full condition, and the Faulty hand teleporter on him, required for Hand teleport. As soon as you pick it up, three light helicopters appear.

After destroying all six trucks and eliminating all threats, report to Lukash.

## Notes

* You don't have to use RPO-A given to you by Lukash.
* Keep in mind that the location is foliage-heavy, and it can be hard to use RPO-A or RPG-7 through it, as it tends to detonate the projectile. PTRD will be much better choice for this mission. However, the trucks themselves are not too durable and can be taken out with very cheap hand grenades or 2 VOG underbarrel grenades each to save the valuable ammo of the PTRD.
* You will later get the HK-417 "Camo" from Blackwater mercenaries.
Andersen's Joystick

During his free time on C-Consciousness base, Andersen used to play S.T.A.L.K.E.R., and kept the universal key to shutting down the psi-generators inside a sort of joystick or game device. The device was lost during one of the expeditions. Andersen directs you with a map of his path through the Generators where he could have dropped it, and advises you to search at night to pick up its red glow.

## Walkthrough

Consult the map Andersen gave you in your PDA (look at the task description), and review each of the six spots he thinks it's likely he dropped it.

The device should be in one of them. It will not be hidden out of view and should be relatively easy to spot.

Return to Andersen with it. He urges you not to harm Salvador when the assaulting the base.

Speak to Boatswain to get started with Switching off psi antennas.

## Notes

* The "joystick" still emits quite a distinctive red glow in the daylight, so it's by no means a requirement to search for it at night.
* The "joystick" appears to be a PSP running S.T.A.L.K.E.R. somehow.
Assembling the modules: Part 7

## Walkthrough

**Important: you can accept this quest, but make sure you completed the Bunker D-6 assault before starting the teleport puzzle**, as one of the teleports will transport you into the sewer filled with gas cylinders, leading to unavoidable explosion if you didn't detonated them previously.

The full route is shown on the video below.

Pick up the "Radiation" capsule and Module 3, then get back to Volazar.
Abandoned BTR

Voronin wants to reinforce the scientists' bunker guard at Yantar with a BTR. For that, he needs you to travel to Undiscovered Land and look for the BTR abandoned by the military. Assess its condition and stick a GPS tracker to it, and Duty will see if it's recoverable.

## Walkthrough

The abandoned BTR can be found in one of the swamps. Approach it and press F twice on it (obviously, you'll need a GPS tracker).

Report to Voronin.
Chemical equilibrium

Akill's part of the information on the Gauss pistol prototype is hidden inside Pripyat-1 Underpass, but it can't be accessed because there's a dangerous Venom that has unusually strong regeneration capabilities to be taken down with weapons alone. The Venom has to be poisoned using chemical weapons. You need to find heavy canisters with the gas in the Jupiter ventilation complex, and tag each one with a GPS tracker, so Akill's people could drag them into the Underpass later.

## Walkthrough

Head over to the Jupiter's ventilation complex. It will have German mercenaries above and around it and a host of deathclaws on the inside. A turret will also be camping at the entrance to the complex underground.

The second turret is overlooking the surface part of the complex. There is technically no need to interact with the mercenaries and one turret above if they don't aggro to you, but the place should be cleared regardless.

All canisters are hidden in the underground section of the complex. Here's a video with the location of all of them. Pay attention to the jump at **2:04**, which is easier to perform towards the rusty beam to the left; this is a tough crouchjump if you don't carry jumping artifacts.

After tagging certain canisters, more deathclaws will spawn into the underground to harass you. Tag all 8 canisters and return to Akill for the next step.

## Notes

* Akill supplies you with all 8 beacons you need, unlike most other tagging quests.
* A crowbar, even one in only semi-decent condition, will take care of any deathclaw in one hit. Keep it on hand while tagging so that you can bash your way out of the situation.
* You will carve a lot of Deathclaw Horns as a result of this quest, which is a good way to stockpile for The monsters' parts if you haven't completed it yet.
* While visiting Pripyat-1 Underpass, the venom is nowhere to be seen as it will only spawn in the next quest; this is an oversight.
Art of Marksmanship

**This quest has a broken translation as of the 15 March 2023 patch, download this mod to have a proper translation in English and Ukrainian.**

After asking Dan why he only has buckshot and birdshot ammo for exchange, he answers that there's no demand for other kinds despite his attempts to advertise them, and offers you a promotion job for them. You have to kill a certain amount of targets at the specified minimum distance, with different kinds of slugs and flechettes.

## Walkthrough

The objectives are, as they appear in your PDA:

* Eliminate 50 NPCs with 12x76 Slug at 50m+
* Eliminate 50 NPCs with 12x76 Flechette at 75m+
* Eliminate 50 NPCs with .410/73 Magnum Bullet at 75m+
* Kill 50 mutants with 12x76 Slug at 50m+
* Kill 50 mutants with 12x76 Flechette at 75m+
* Kill 50 mutants with .410/73 Magnum Bullet at 50m+

Good places to kill stalkers:

* Bandit base in the ATP

* Southern military checkpoint in the Cordon

* Mercenary farmstead and checkpoint in the Army Warehouses

* Military base at Agroprom

Every time you kill a target with the eligible ammo from the proper distance, you'll see a message with the counter.

After completing all objectives, report to Dan.

## Notes

* It is recommended to use shotguns that have an included scope (i.e., TOZ-34 "Hunter" from Hunter's chain quest) or shotguns that can attach a scope (i.e., Vepr-12 "Sniper" from completing Duel of the giants).
* Zombified stalkers are usually the easiest targets for "Kill x amount of targets using y" quests, as they do not go to cover and walk slowly.
	+ However, Monolithians are the hardest, due to them not flinching and being tanky.

## Bugs

* Large mutants such as Librarians tend to count as two or even three kills, inconsistently; same for killing several mutants in a row. This is likely an engine-related issue.
* You can shoot at a mutant corpse to increase the mutant count kills, as long as you are far enough to count as a "kill".
	+ Here is a video showing the exact exploit.
Experienced driver

Arkhara spotted a ZIL-130 dumptruck at the Jupiter plant and suggests driving it near Noah's barge to assist in the transport of ammunition and supplies.

## Walkthrough

The truck is located deep in the Jupiter plant, past the controller spawns and near the construction site.

As usual for driving quests, eliminate any hostiles along your path, and leave the vehicle and quicksave often. Park the truck in front of Noah's barge in the pictured location, and the quest automatically completes.
Cover

As you approach the Swamps landing point with or without Boatswain, the pilot remarks that a group of bandits are preventing him from landing.

## Walkthrough

Eight bandits in total will approach from the west and the north. Take cover behind a tall gravestone, and use the height advantage from the cemetery hill to take them out quickly and quietly, otherwise the bandits in the church may join in.

After all eight have been killed, the pilot will come in for his landing.
Beyond the wolves

Aaz is worried about a new species of local mutant that only appears to hunt at night in northwestern Jupiter. Traditional weapons cannot hurt it, so he's set up ten small canisters of silver powder all around its territory in Kopachi village. He's employed us to lure it near each canister and explode them in its face.

## Walkthrough

Clear out the camps around Kopachi village so that there are no distractions. Return at midnight and wander into the center of the map markers - you'll hear a howl, and a group of nine wolves will attack along with the werewolf.

Clear out the wolves in any way you prefer. An anomalous grenade can do the job easily, but beware of accidentally popping any of the silver canisters prematurely. Bait them to a safe distance from the canisters before throwing a grenade of any sort.

The werewolf is a previously unseen mutant using the bloodsucker skeleton. It's incredibly fast, but has no other unique properties. Lure it near each of the canisters and pop them with any quick and cheap ammunition (one shot will do). After enough canisters are popped with a direct hit, the werewolf will die. Return to Aaz for some ammunition and his promise of more supplies.

## Notes

* Like Akill's quest Poisonous effects, you do not have to detonate all ten silver canisters, but you will to score direct hits with the silver canisters to ensure the kill.
	+ The canister detonations function like explosions, with reduced damage/effects at the edge of the blast.
	+ If you have decent chemical burn resistance, you shouldn't need to worry about tanking the blasts yourself as they do minimal damage and cause a bit of bleeding.
* Some of the canisters are placed on top of inconvenient obstacles that will be difficult to bait the werewolf towards. You can knock them onto the ground with your own collision box to make it easier for yourself.
* The speed boost of the upgraded Modified Nanosuit will be helpful when maneuvering around and creating distance, but exoskeletons like the Black Doctor's Exoskeleton or the Don Quixote Exoskeleton allow you to play more aggressively when baiting the wolf towards awkward terrain.
	+ Regardless of what you choose to wear, be sure to max out your rupture resist to minimIze camera swinging if you enter the 2-3m radius around the mutant.

## Bugs

* Sometimes the werewolf doesn't aggro along with the rest of the wolves at the start of the encounter. You'll find it resting just south of the canister area.
Beauty and the Beast

## Walkthrough

This is the last Collector's stash. Unlike all previous stashes, it consists of two parts. The first one contains the reward, the description in the note provides directions. The second part is only accessible after walking through a puzzle of completely invisible teleports with a vague description. Unfortunately for us, the stashline ends in a tragedy, where the Collector dies in Radar, presumbly from old age or handling very radioactive artifacts without protection.

Rest in peace, Collector.

**Warning: the last artifact emits +250Ci**. You may want to take an artifact container with you.

After finding both stashes, return to Sidorovich to tell him about Collector's fate.

Here's the full route:
Level 4"The office"

Level 4 is the fifth level of the Weakrooms.

## Descriptions

Level 4 is described as a indoor structure of an office building. Structural exploration denote that the covered area of level 4 is about 12--14\*100 million square kilometers, Walls made of concrete sigment level 4 as billions of rooms. Level 4 is habitable, but because of the large area of it,wanderers can hardly meet.

Similar to level 4 in the Backrooms, there are not lift or stairs, so there is only one horizontal floor in level 4.

The main structures of level 4 are carridors, hall,meeting rooms, small roons, etc. You can find french window in almost every rooms, that make wanderers can directly observe outdoor through the windows, any trying to break the windows is pointlessly.

Common furniture generate in level 4, such as plastic chair, office chair,magazin column and there aare many different styles.

A hall always connect with many small rooms, a carridor connect two halls, all the rooms, hall and other structures are 3.2 metres high,vending machines seldom generate in halls. Strip tubes throughout the ceilings, square lights generate in meeting rooms.

Strong wifi only in meeting rooms.

Structural changes will never happen in level 4, so navigate and map in level 4 is possible.

## Resource

Youcan find resource in desk drawers, different magazines on magazine columns, lock boxes and carton will reffresh every weeks, offical tools are almost everywhere and can be used, but food and water is relative scarcity in level 4.

Many clothes can be find in dressing rooms.

## Outposts and organizations

### Defense Master,BC.

9 members, friendly, armed,trade allowed.

## Entrance(From the Backrooms)

Use DEV C++ in the computers to run the excution<The DM cmn>will make you to wake up in level 4.

## Entrance(From the Weakrooms)

A blue-painted metal door in level 0 can bring you here.

Finish a puzzle in level 3 can probably bring you here.

After drink the "Office flavoured drink"for at least 50 ml will send you here,it is selling by purple vending machines in level 1(O-dl,12).

## Exit

Move in a arbitrarily carridor in level 4 suddenly and incise into the wall will bring you to level 0.

A basement-like structure with green ray and yelloy wallpaper could be find, stay inside it for minutes, later you will be in a basement in level 5.

## Theory

#### "The divest theory"

The divest theory thinks that level 4 is divested from level 4 in the backrooms for some unknown reason.
Access to X-17

Professor Ustinov, the former X-18 scientist turned into a karlik after his death, promised to give you the access to the X-17, if you do a couple things for him.

* Look for his missing kitten in the abandoned factory above the lab.
* Bring him a Controller's embryo from a safe on the bottom level.

## Walkthrough

### Obtaining the access

The safe is located in the experiment room.

While you're looking for the safe, four robust psi-poltergeists and three pyro-poltergeists will spawn to get in your way.

The kitten should walk around the main grounds of the factory. Pick it up and return to Ustinov; don't forget the embryo as well.

### Trying to access the lab

Head over to Jupiter and try entering the X-17. Once you enter, you'll be receiving fire damage from some barrier set up in the lab. This starts the new quest, Special Armor Suit.
Container with artifact

Sidorovich wants you to do a job for a component of the Living Heart recipe known to him. You have to find a container with an artifact carried by a deceased stalker at the Radar. He advises to look at Monolithian checkpoints.

## Walkthrough

The container can be found on a tank at the road.

It's guarded by a squad of 10 Monolithians and two turrets. 1 - on top of the sniper hut, 2 - behind the bus.

Kill everyone and grab the container.

Deliver the container to Sidorovich. He will tell you one of the component for the Living Heart, it's Dummy.
Demoman

In exchange for the car keys for Grand Theft Auto, Skimpy wants you to defuse the bombs inside a shelter in one of the garbage heaps at the Dump.

## Walkthrough

The shelter can be located on top of the heap near the reservoirs.

Keep in mind it's one of the most radioactive places in the entire game - you need about -270Ci total on your artifacts to counter it. You need to find 7 Plastic explosives in the shelter, and interact with them.
Here's the video showing the entrance and location of the explosives (timecode **3:04**):

After picking all 7 bombs, 8 bandits will spawn around the heap. Get out, kill them, and report to Skimpy. He will give you the keys on one condition: you'll have to take the car by night, because the other bandits will take you for a carjacker.
Common dope

Elsa is still suffering from her injections, and needs to be exposed to Colchamine or her symptoms will worsen and perhaps even take her life. Sakharov implores us to bring it to him if we ever find it.

## Walkthrough

After looting the Brotherhood laboratory in Zaton in Brotherhood of the Anaemics, bring five vials of the Colchamine from there back to Yantar. **Make sure you also bring Chessplayer's Dictaphone No21-No25 as well.**

Sakharov will thank you sincerely for doing the impossible, but Elsa's treatment won't be complete until she has all three of the Tears artifacts.

The conversation also turns to the Chess Player, as Strelok seems to have hit a dead end in locating Murzo. Sakharov asks to see the dictaphones, as he was a sound engineer in his younger years. He needs a couple of hours to investigate the recordings to see if he can uncover any clues.

We should return with the artifacts in Tears of Yantar.
Beneficial exchange

Petrenko got a deal with Sakharov for a couple of exoskeletons. He wants you to be a courier and deliver a container with a rare artifact to Sakharov, and drag Exoskeleton ×2 back.

## Notes

* Strangely, no enemies spawn during this quest, so just as long as you clear the natural spawns, you are good to go.
* If you have two Exoskeletons handy already you can immediately turn those in without visiting Sakharov, but then you'd be giving away two Exoskeletons for essentially nothing. Better to just do the task as intended.
Bar defense

After obtaining the machine gun and ammo, and reporting back to the General, Marked One is asked to rush over to the northern Duty checkpoint to defend against the mercenary attack.

## Walkthrough

The first wave of the mercenaries spawn on the road to Army Warehouses immediately. Non-essential Duty members (27 people) will run to the checkpoint to fight them. Other stalkers and quest givers may get attracted by the combat as well.

After fending the first wave off, merc backups will slowly come from Army Warehouses for about half an hour, Hump in a bright blue scientific suit being one of the first. After his death, report to Voronin for your reward.

## Notes

* Trying to go OOB to kill mercenaries through the barrier will result in Voronin getting angry and failing the quest.
* Despite Voronin asking Marked One to kill Hump personally, it's not actually required for the quest.
* The player is not forced to use the machine gun they brought.
* Kostya is invulnerable, and can easily carry the entire mission for you. After reporting to him about Kostya's stash, Agroprom, he starts running towards the Army Warehouses transition. By timing Voronin dialogue properly, you can make him attack the mercs from behind at the large opening near the transition.
* Both mercs and Dutiers drop tons of loot that can be sold to Petrenko and Skinflint, so before the quest you'd better set up a stash somewhere on the road to Army Warehouses to gather it quickly, or Duty will steal most of it.

## Bugs

* Some essential NPCs might get attracted by mercenaries and accidentally die. Plichko seems to be the worst in this.
* Some mercs might decide to wander off the level bounds, behind the Wild Territory transition, getting stuck there. It doesn't seem to affect anything.
Bonus stash: Yantar

This stash is located in Yantar's sewers, after exiting the X-16. It's there from the start, you can take it any time you want.

## Walkthrough

The stash can be accessed by solving an obscure teleport puzzle with audio clues.

Each element of the puzzle will only trigger once, but the rest will stay accessible until picking the final stash up. You have to track the progress through the puzzle yourself. E.g. the typical situation is to trigger the first two messages during your first visit and come later to solve it; in this case you can start from the third clue.

Translation of what voices say:

* 0:10 "Go away, man."
* 0:54 "Go away while you still can."
* 1:08 "Somebody, help!"
* 1:22 "What the hell..."
* 2:24 "Freeze!" (on approaching the stash)
* 2:32 "Well damn... I'm surrounded by idiots!"
* 3:07 "Yuck, that's gross."
* 4:23 "Wake up!"
* 4:38 (Marked One, after looking at the stash again but being teleported away) "Damn... how do I get it?"
* 6:18 "Come on, come closer!"
* (after taking the stash) "You deserved it... asshole."

## Notes

* The puzzle is normally only accessible after exiting X-16, but you can also get into the sewers in the reverse direction, from Yantar surface.
* You don't actually have to walk into the fire during the puzzle; the teleport is on the very edge of the flame.

## Bugs

* At least one person reported clues failing to trigger when not following the puzzle during the initial visit.
Collector's stash Agroprom 1

## Walkthrough

All three variants in the video below:

* **0:16** In the bushes by a hatch with the latch
* **0:41** Near the broken APC that's on the road to the "Agroprom" research institute
* **1:06** Around the four large tanks

## Notes

Snowball (**Stamina +500%**) is probably your first real stamina artifact. It's not powerful enough to sprint with full load, but is already quite helpful.
Collector's stash Dump 1

## Walkthrough

All three variants:

* **0:15** Between the pile of pipes and the transition point to Agroprom.
* **1:21** On the hill between the hangar and the Duty roadblock, on the side which is closer to Agroprom.
* **1:49** On the hill between the hangar and the vehicle scrapyard, on the side, which is closer to the main road.
Elsa's last day

Last Day has kidnapped Elsa, Sakharov's wife, yet again. He advises us to see Doctor to get his account of the events so far.

## Walkthrough

### Central Pripyat

Doctor tells us about the rumors he's heard of Murzo and Recluse - and that the former is simply a pawn of the latter.

In terms of the recent developments, he saw Monolith fighters transferring a prisoner over to the Last Day soldiers, who have set up bases in both Zaton and Jupiter. We have to find this prisoner, who is likely being held in the workshops in the southwest of Zaton, in Journalistic investigation. The mysterious radio signal you heard after talking to Sakharov will sound off again...

### Jupiter

The clues the journalist gave us lead to Jupiter. Last Day soldiers are stationed at the Volkhov AA facility and Elsa is imprisoned in the cell where Cartographer's loot was in Mystery of the islands. After wiping the area, speak to her to open The Golden Key - apparently a "pile of iron containers" was mentioned, likely referencing the cargo lot in the southwest corner of the area. Strelok will radio Voronin to send a helicopter to pick up Elsa once she is freed.

After completing The Golden Key, Elsa is rescued for good and the quest is marked as complete.

## Notes

* A teleport at the bottom of the Volkhov AA facility prevents you from accessing the cell from below.
Beauty Requires Sacrifice

Construction Site:
Mercenary ×28
Blackwater mercenary ×9
Brotherhood white coats ×7

In return for the Playboy magazines, Kuznetsov needs us to retrieve some experimental weapons from a helicopter that was shot down above Scientific Station. Both the weapons and the documentation will need to be returned.

## Walkthrough

### Scientific Station

Scientific Station is highly populated by mutants and Avengers alike. It is recommended to bring "Typhoon" Turret with you to take care of the dozens of ratan, dogs, and frogs that will follow you around.

The helicopter is marked on your map and will be surrounded by ratan and dogs. In order to "search" it, there is no prompt. You have to simply walk underneath it from the north side for the trigger to be hit. After the helicopter is "searched," four turrets spawn in the Avenger base, the building on the middle island of the area. You may want to clear the base before spawning in the turrets - about 33 Avengers will be near enough to the center island to participate in the firefight along with a few natural zombified stalker spawns.

Clear the area and go to the basement to find their captive, Lieutenant Dombrik. He is the pilot of the downed helicopter. From his account, one case and the documentation was sold to the mercenaries who shipped it to Construction Site. The other 50kg container is in the basement with him. Pick it up and head to Construction Site as Dombrik exfiltrates to the scientists' bunker.

### Construction Site

The mercenary camp at the northwestern edge of the area will be reinforced with mercenaries and Blackwater mercs. The container and the documentation are lying in one of the buildings in the mercenary camp.

After approaching the container, mercenaries and Brotherhood white coats begin streaming in as reinforcement. Take them all out, grab the container and documents, and haul the heavy containers back to Kuznetsov.

### Cordon

Kuznetsov will be elated at the news, and will give us some Isomorph ammunition as a bonus on top of the promised magazines.
Controller's scalp (quest)

Miner says that Strelok's PDA is somewhere in the Cave, and agrees to give the location for a rare artifact named Controller's scalp.

## Walkthrough

Here are some ways to obtain this artifact in the early game, without the recipe:

* "A part of every living specie" (reward)
* Brom's chain quest for hand grenades of all types, likely the fastest option.
	+ If you're short on anomalous grenades, the Anomaly photos quest is easy to complete with an upgraded camera and rewards two anomalous grenades of each type.
* Dan's chain quest for all optical scopes.
* Chemist's chain quest requiring ammo. Chemist can be revived with a Living Heart during Inferno.
Disc for Panther

From Panther:
60,000 RU

Panther needs a disc of important information that is being delivered by a military courier to the southern checkpoint in Cordon. She insists the courier is not to be harmed in any way, but gives us the option to pay our way out of the situation if this happens. She also warns against being seen by Freedom as a mercenary.

## Walkthrough

**You will need a bottle of vodka to bribe Kuznetsov at the checkpoint. You will also want to bring tools such as Morphine or Smoke grenades to break up large groups harmlessly.**

### Getting to Cordon as mercenary

You want to avoid stalkers, Duty, and especially Freedom: if you get seen by them, they might stay hostile after the quest. There are two safest routes:

* Radar - Dark Valley - Darkscape - Cordon
* Radar - Yantar - Agroprom - Cordon (the back route will be harder as you need to either run past the stalkers, or go OOB)

You can use a teleport, but keep in mind that single-use teleports have random exit points.

### Dealing with the courier

Bribe Kuznetsov and take up your position atop the broken bridge until the courier spawns.

After a message from Panther, you'll see the courier (Sergeant Crutchleg) heading south. Wait for him to get closer to the loner village, then approach him to automatically initiate dialogue.

In exchange for the disc, the courier needs a Baileys and pornographic DVDs from a stash in the loner village - which is hostile to you. As if this wasn't bad enough, he gives you a time limit of five minutes of real-life time to deliver the goods.

Run to the Rookie Village to search for the backpack, while being shot at by the stalkers. You may need to reload a few times to confirm the exact spot of the stash, then plan a route to it that involves the least amount of pain.

The backpack with the stuff he wants will be in an attic, chimney, or basement of one of the houses, not hidden thoroughly; the exact spot is random. As long as you throw smoke grenades at them, NPCs in the rookie village will be panicking all the time, and most won't shoot at you.

Return to the courier to get the disc.

### Back to Warlab

Make your way back to Warlab to deliver the disc to Panther.

## Notes

* Remember to bring the vodka from the Phone for Panther stash to Cordon.
* Killing **any** loners will affect your reputation permanently.
* Unequipping the mercenary outfit will instantly fail Lukash's signet, so using a Cloaking exoskeleton is not a viable method.
* If your base reputation with the loners is over 1410 before going undercover, they will be neutral towards you even in your mercenary outfit, and you will be completely free to look around the village peacefully with the exception of Sepator's house, because they're Hunters, not Loners.
	+ To be more specific, donning the mercenary outfit temporarily docks 1510 from your reputation with the loners. Any faction at or above -100 reputation will still be neutral towards you.
Bayonet knife

Unexpectedly, Prapor demands a certain item in return for Fox's gun: a Knife-bayonet for MKb.42H.

## Walkthrough

There are only two places to find this knife - you can buy one from Adrenaline for 25000RU or find it in a random stash. It is preferable that you delay the quest until you find the knife in a stash since the rewards from Fox are not that great.

## Notes

* You can skip this quest entirely by just getting the SPAS-12 from anywhere else, such as trading a Slug artifact for a SPAS-12 from Sakharov. However, this exchange is limited to 30 trades, so use your trades wisely.
Army tools

Lanky agrees to make upgrades to your guns, but he wants you to get a certain set of military tools to be able to do this.

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

## Walkthrough

Talk to Plichko and ask about the location of the tools. He will refuse to talk until you found the Unusual artifact for him.

The set itself can be found inside the Agroprom Underground, under the main staircase. Beware the spiders killing plagued rats; it's really easy to get sick without a closed loop suit.

After ascending to the surface, you'll be met by two hostile military squads, one for every underground exit. One of the militaries at the Factory complex exit will have a Kuznetsov's card on him.

## Notes

The tools and stash contents make for a 18kg haul. Make sure you can lift that.

You'll probably want to do this quest early on, to be able to upgrade weapons - both for yourself and for various chain quests. Starting upgrading things early is a good idea as every upgrade takes 1 day, and you'll need a lot of those if you are going to do certain chain quests (Screw's in particular).
Collector's stash Dump 3

## Collector's stash Dump 3

### Reward

Rucksack
Thistle
7.62x54mm 7N1 SN ×10
Snowflake grenade

## Walkthrough

* **2:00** A diesel locomotive
* **2:40** At the Duty roadblock
* **3:03** In a grove behind the Duty roadblock
* **3:48** Behind a grove inhabited by zombies
* **4:40** Under the hanger roof
* **5:17** At the stalker camp in the hanger
* **6:15** Behind a fallen tree, near the transition point to Dark Valley
* **7:40** Next to the transition point to Agroprom
A friend's gift

**Items strewn about:**
First aid kit
Bandage
Bread
Sausage
RGD-5 Grenade
VOG-25 Charge
5.45x39mm ×30
12x70 Birdshot ×10

**Reward from Shura:**
Flask
Feather
.338 LM FMJ ×10
.338 LM Partition ×10

Shura the Gynecologist sends you an SMS about hunters going missing in Unexplored Land along with his stash being robbed. He wants you to retrieve a special lighter which was a gift from a friend, while uncovering the mystery of the missing hunters.

## Walkthrough

Shura tells you to start from his stash, which has been ripped apart by something. It will be marked on the map, and there will be a trail of supplies and ammunition leading up to the Fiery Cave along with the bones of the hunters.

After delving deep enough into the cave, three Mutant bears will spawn. Searching the bodies will reveal that one ate Shura's lighter, which can now be returned to him.

## Notes

* Bring a crowbar or other melee weapon to deal with the bears in close quarters.
Death Truck

Forestry:
Brotherhood white coat ×8
Last Day (armored) ×2

The controls to disable the teleport must be in the area. If the Brotherhood are riding a truck like Sanya Frost said they were when he was kidnapped, we have to search the areas along the roads and intersections in Zaton.

## Walkthrough

Stop at the gas station - a truck will be there along with a small detachment of soldiers and white coats. Grab the deactivator off of the captain's body and go back to the testing facility. Get close to the door and the teleport will deactivate, completing the quest.
Collector's stash CNPP-1 2

## Walkthrough

Some spawn locations for this stash have been moved in OP-2.2 compared to previous versions, so you might want to save scum this one if you are relying on videos instead of finding everything yourself. All 6 variants for OP-2.1 are shown on the video below.

* **6:20** Not far from a light post.
* **7:07** A dead monolith man reaching for the cache, near the sarcophagus.
* **9:45** Examine one of the tanks carefully.
* **10:10** Beside the 'GAZ-66' truck.
* **11:04** In the helicopter, that is between the two fire trucks.
* **11:37** Under the bulldozer bucket.
"Monolith" fighter's diaries

Ghost knows about a Monolith member who kept diaries with a lot of valuable information about Chernobyl NPP. When stalkers rushed to the Wish Granter, he fled and was caught by Ghost's people; after interrogating he gave away their location.

Ghost wants you to find these diaries. They should be hidden at 3 different places at the CNPP-2.

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

## Walkthrough

The stashes with diaries will be marked on your map, and protected by Monolith squads and turrets. The turrets locations and visibility lines are shown on the picture.

1. On the building
2. On the passageway
3. On the building

One of the Monolithians at the stash #3 has a playing card.

The locations of the stashes are shown on the video below.

Return to Ghost with all three diaries for your reward.

## Notes

* When stacking this quest with Repair boxes, the Monolithians will all be friendly towards you and will not move from their spawn locations. However, turrets will still target you.
	+ This can be abused at stash #3 due to the spawn placement of the Monolithian with a playing card. He is a SEVA-suited Monolithian ahead of you when you arrive through the teleport. He will stand when you approach him, and the turret behind him can be coaxed into killing him through friendly fire. This eliminates the need to cart a gas canister all the way to CNPP-2 if you want to do these quests at the same time.
Body armor for Fiend

Fiend wants you to find him an armor he heard about, that has strong health regeneration properties.

## Walkthrough

The armor Fiend is talking about is actually Strelok's suit. You can find it inside the Strelok's hideout in Agroprom Underground.

## Notes

* The suit makes for a great early game armor, you can wear it for a while before giving it in. (probably until obtaining your first exoskeleton and batteries)
* The reward might look pretty terrible early on, but this recipe is a cheap source of Slime artifacts to be used in artifact cooking in bulk.
Dry land midshipman

Prapor might have information on the current goings-on, since Murzo has to have passed through there recently.

## Walkthrough

Five bandits will be waiting for you as soon as you enter the Dump, and four more will be stationed in the machine yard. If you simply run from them, both camps will likely be overwhelmed by the local dogs.

Prapor says that there's no news at all, and recommends to take a nap in the local ruins for our health. Shortly after speaking to him, seven boars will spawn at the outpost and the quest will close.

Touch the sleeping spot in the ruins and you'll wake up an hour later, among the rats in the train tunnel that leads to the Cave. I'll Be Your Cloak automatically starts.
Exotic Mercenary

Mercenaries are attacking the northern checkpoint again. One may have something interesting on his body.

## Walkthrough

Take down the 12 regular mercenaries and one mercenary in an exoskeleton named Coffin. On his body you'll find Mercenary's letter, which will end the quest when picked up and start The Recluse's Mystery.

The letter is an account from a mercenary who killed a Freedomer wandering too close to their territory. The Freedomer's backpack was full of disgusting mutant parts, and his PDA contained orders from both Lukash and a mysterious figure named Recluse.
Brother of the Shadow of the Monolith (quest)

Shadow of the Monolith instructed you to visit his brother who lives at CNPP-2, and complete a job for him.

## Walkthrough

If you have a Monolith teleportation device (as it was advised in preparations for the Combination lock quest), you can fast travel to CNPP-2 right away, without having to run around as a Monolith member. Brother of the Shadow of the Monolith can be found under the sarcophagus, together with two guards.

If you don't have a teleport, here's a video on how to travel there without having to deal with hostile stalkers and ruin your reputation.

Once you got there, talk to Brother and accept his mission, Stolen maps.
Lip Sync Smackdown

The **Lip Sync Smackdown** involves the contestants participate in a lip sync smackdown resulting in an elimination and/or winner.

## Challenge's Timeline

 **LBDR** |  |  | TBA

█ The challenge never appeared in the season.
█ The challenge appeared only as a mini challenge in the season.
█ The challenge appeared in the season once.
█ The challenge appeared in the season twice.

## All Runway Challenges

### **Episode 9: "TBA"**

**Runway Theme:** Lip Sync Smackdown Realness
CNPP-1

The southern part of the Chernobyl Nuclear Power Plant.

## Out-of-bounds exits

Many obvious OOB exits in this location are protected by a scripted Monolith sniper that will kill you as soon as you try using them. However, there are several unprotected exits as well:

* At the military outpost/shelter.

## Notes

* Before assaulting **CNPP-1** the first time, check the page on the corresponding quest: Find the entrance to the Sarcophagus at the CNPP#Find the entrance to the Sarcophagus
Bait

Akim wants you to kill 10 mutants with each anomaly capsule type, and film the process on action camera to make an ad for the capsules.

## Walkthrough

To activate the capsule, put it into your pistol slot, hold it in your hands and hold LMB until it's activated. Don't forget to put the action camera into the slot while doing this quest!

The main trouble with this quest is that most mutants (except zombies) are smart enough to avoid anomalies you created. With the Snow anomaly, this becomes a double headache as its effect is not instant.

### Easy way

You need large amount of mutants to force some of them into the anomaly. The easiest way is to pick an artifact while naked (with no armor on), which will spawn a dozen roaches, rats, and insects. If you're standing on a tree, the critters will crowd below. Spawn about 50 bugs and rats, drop the activated capsule onto them, and they will push each other into the anomaly, despite trying to avoid it.

The naked artifact picking mechanic becomes available after completing Find documents of the military (after bringing the case to Barkeep); it won't work at the start of the game. Be aware that this trick reduces your health to 5%. To avoid wasting medkits, make sure to wear a suit with good health regeneration capabilities, for example Strelok's suit you obtain in Find the Hiding of Strelok's group, and also stack some artifacts like Stone Blood with health regen bonus.

Once you're finished, you can kill the rest of them with grenades or UBGLs.

### Long but even easier way

You can use the Gravigun you obtain in the end of the NS story, see this page. It's able to pick up capsules and use them as projectiles, creating anomalies anywhere they hit. Plenty of capsules can be obtained by following invisible stashes. However, you will have issues with killing anyone with a Burner and Snow, and 50000RU is peanuts by that point, so it makes little sense to wait that long.

### Other potential ways

* Wolf's razor spawns a horde of dumb zombies which are unable to avoid anomalies.
* Find out what happened to the Alexandrych's squad - huge massacre, drop the capsules from the water tower
* Scientific samples - the flies left after biomasses can be lured under a rock
* Hunting for monsters - librarians are easy targets for a Vortex since they're so wide and awkward.

## Notes

* With the roaches trick, this quest can be completed right after arriving to Bar, and it offers a great sum of money for the early game, so don't ignore it.
Difficulty levels

## Differences between difficulty levels

This wiki is written for the Nightmare (highest) difficulty level to provide the baseline. On the lower ones, there are two most noticeable differences:

* Artifact resistance cap is more than 60% (artifacts will be removed from your belt if you exceed the resistance cap).
* In several quests like Mercenaries' suitcase, Missing expedition, Theft of the SCAT-15 etc, there are much fewer enemies (up to 3 times fewer on Novice). Additional waves of enemies for higher difficulties are hardcoded in their scripts.

There are also some minor ones:

* Repair kits are a bit more effective.
* Enemies drop armor and weapons in better condition (up to 10% better condition), and some additional rounds of ammo. (kind of irrelevant as OP-2 showers you with loot regardless)
* Dynamic anomalies are a bit more sparse.
* You take less damage during the blowout. (it's unknown whether you can survive it on lower difficulties without blowout protection; needs to be tested)
* Minimap displays a warning when the enemy is throwing a grenade (noted with the grenade icon on the minimap) or using an underbarrel grenade (noted with a red X on the player on the minimap).
* Sledgehammer requires less stamina per hit. (irrelevant, just as the sledgehammer itself)
* Accelerator you obtain in "Stone of Luck" (at the end of the Sniper storyline, in the late game) works with the enemies nearby.
* You can save during The "bad" contacts of Sidorovich.
* You can't die during the Cave dream.
* During Liberation of the Slavik the Bullfinch's squad, you have up to 10 seconds of being seen before failing the quest, instead of 5 seconds on the hardest difficulty.
* Woolgatherer achievement (lose your weapon 10 times from mutants like any variant of dogs, including pseudodogs) requires losing it fewer times.

## Achievements

Lowering your difficulty doesn't affect the S.T.A.L.K.E.R. achievement, but you can't get the Vivid Nightmare achievement if you played on any of the lower difficulties even once.

Official "cheats" built into the options don't affect the S.T.A.L.K.E.R. as well, but you can get the No-Cheater achievement if you don't use any cheats at all (you can savescum before you use the cheat menu, as the No-Cheater achievement tracks how much you used cheats going forward).
Disks for Ariadne

Ariadne will only accept our marriage proposal after we bring her all 10 disks from Video archive.

## Walkthrough

Speak to Ariadne with all 10 disks and watch the video of Strelok obliterating the C-Consciousness at CNPP and absconding in a stolen APC. After some short dialogue, credits will roll.

## Notes

* This quest is considered non-canonical ending for OP-2, akin to joining C-Consciousness in The mystery of the Monolith or dying after making a wish at The Wish Granter. You can trigger it anytime if you want to end the game with rolling credits and happy ending, including after Wave of Mutants, Chess Player, and other plotlines that you might have missed by progressing this dialogue.