recursal/Fanatic-Fandom huggingface dataset:
TV set

Karina the Fierce can track the Monolithian squad for Cat, but she needs a favor. Bring her a TV set, which can be found at the bandit base at Dark Valley.

## Walkthrough

The TV set can be found at the workshop at the bandit base, but the entrance is guarded by a bandit. He will let you pass for either Bandit exoskeleton or 60000RU. Bandit exos are a common drop from bandits, and can be fixed for less money, so the former option is preferable. Enter the workshop and find the **TV set** on the second floor.

Bring the TV to Karina. She will decode the Monolithian's PDA and mark the supposed positions of the Monolithian squads on your map, continuing Personal notebooks.

## Notes

* Trying to pass without paying the bandit will end the neutrality earned by healing Mongol, making the rest of the base hostile again.

## Bugs

* Normally, the bandit guard does not accept an exoskeleton under 95% condition. However, having both a fully repaired and a damaged bandit exoskeleton in your inventory will cause him to take the damaged one for some reason.
	+ This has been tested on an exoskeleton at approximately 40% condition, but possibly even completely broken ones could work.
Vespiary

Sidorovich doesn't have the mines for Minefield in stock, as there isn't much demand for them; but he knows where to get some. Recently, a large shipment of mines arrived at Agroprom's military base, along with some explosives. You can try and grab them, however the base is heavily guarded this time. Additionally, you can bring detonators from explosives to Sidorovich for a reward.

## Walkthrough

There are 3 BTRs and additional large military squad guarding the military base.

The explosives and mines can be found in a box in the laboratory building at the west of the base.

Grab everything and return to Sidorovich. Don't forget that 15 NK-100 Detonators belong to him, and the mines you need for Minefield (although you aren't forced to use them).

## Notes

* You can't accept this quest if you already have 20 mines in your inventory (by recovering the Minefield).
VCR

Dimak wants a VCR for the TV you found him since the signal is terrible out there. He suggests Bormann in Limansk might know where to find one.

## Walkthrough

Travel to Limansk. Speak to Bormann; for the info on the VCR location, he wants you to complete the task Breakthrough.

After completing it, you can find the 3.1kg VCR in one of two houses - one house directly south of the bridge across the river, or the one directly north of it.

Return to Dimak for a reward. He tips you off that Aaz is waiting for you in Jupiter with an intense quest (Fuel warehouse).

## Notes

* The artifact rewarded for this quest is one of the Artifacts for Dragunov.
Phantom "Kiss"

**Inside X-10:**
Mercenary (armored) ×14
Psi-phantoms

Phantom, one member of Akill's squad, was last seen in the vicinity of X-10 laboratory. A message from him confirms that he has hidden his flash drive inside of a psi-phantom generator in the lab.

## Walkthrough

Upon entering Radar, a large contingent of Blackwater mercenaries will be battling the Monolith forces outside the X-10 entrance. Allow them to fight each other, and sweep in to take out the victors while being careful of the light APC parked just outside of the complex walls to the east.

Entering the lab you'll notice psi-phantoms constantly spawning at your location. This will be consistent until you reach the generator on the bottom floor and switch it off, so having enough telepathic resistance or Tears of the Controller to offset the phantoms' psi damage will be very nice to have. Otherwise you will need to bring a lot of cheap pistol ammo to pop them or cigars/cigarettes.

You will have to fight through the lab as normal with the addition of 14 Blackwater mercs. They will fight and kill off the natural Monolith trooper spawns, so you will not have to worry about them, but they are allied with the mutants just like the Monolith. Be ready to take care of sentient Fruit Punches as they appear, since you don't want to be blindsided by a mercenary while running from one of them.

The psi-generator is in a conspicuous location on the bottom floor, and you can simply walk up and interact with it to turn it off. Search it to get the flash drive and close the quest.

## Notes

* Bring a strong shotgun or machinegun so you don't have to worry about losing to the mercenaries in close-range engagements inside the lab.

## Bugs

* When re-entering the lab, the psi-generator will still be there and the prompt when interacting will be "Disable the psi-generator" even though doing that does nothing. The generator will eventually disappear completely.
Survival lesson

Dan has a **playing card from Kuznetsov's deck**, but will only give it to you after you prove your survival skills by killing a pseudo-karlic with your bare hands.

## Walkthrough

The karlic lives to the south of the boat station; his location will be marked on your map. Travel there, and kill him using Fight gloves. He's tougher than other pseudokarlics. Report to Dan.

## Notes

* You can use any other Fight gloves, not necessarily those Dan gave you.
The Monolith's Arms

Klyonov tells us to search for the device receiving the Unknown Chip signals in Bunker "D-6". It must be disconnected from each of its 21 generators before we can interact with it.

## Walkthrough

The bunker will have its normal spawns, so be prepared to fight through 26 Last Day soldiers on the first half of the bunker and 16 soldiers + mutants in the second half. Nine Gauss turrets are also placed in strategic spots which are pictured below.

The generators themselves are scattered all throughout the bunker up until the very end, but six more are located in the bottom floor section where the receiver is located. Jump on top of the crane in the bottom section to claim the SoulCube, and speak to Miner in the Cave to finally close out the quest.

## Notes

* The Last Day soldiers in the hallway section are not allied with the mutants and zombified stalkers and will fight them as you approach.
* Trying to pick up the SoulCube before all generators are destroyed results in you being instantly killed.
* The SoulCube is an interesting tool that can one-shot any mutant, but must be charged with five kills between uses. A more enterprising use for it is to infinitely jump anywhere in midair, made easier with a few jump height artifacts.
	+ Two Filth artifacts (+3.0m) give a comfortable amount of height gain for each midair jump.
	+ Brandishing it while looking directly at the ground will result in a similar effect to a backpack jump, giving you some initial height to work with.
Treasure hunter

Marked One is offered a job by Baldy. He tells Marked One about an abandoned cave, one that has existed long before the '86 disaster. He knows where the entrance is and that there's some kind of 'treasure' hidden within. Baldy offers Marked One a great sum of money for the treasure, and tells him about the rumors of miners in the cave who might know something about it.

## Treasure hunter

### Enemies

Cave mutants
Hunter Controller

### Reward

Transition:Dump to Cave (after accepting)
Rucksack
45000 RU
HK MP5K
Raven's eye
Electric Microbe
Crystal Thorn

## Walkthrough

The transition to the Cave is located inside the Dump train tunnel. Inside the Cave you'll be met with an assortment of mutants just like in the Cave dream, so make sure to pack some serious heat.

Make your way to Miner and speak with him. He will hand you the Miner's book quest, after which the treasure will spawn in a Rucksack, alongside a Hunter Controller and a few artifacts. To easily locate the treasure, make your way back to the main hall from Miner's camp, taking a right turn through the electra anomaly, and then yet another right turn through an electra anomaly. Continue forward and you will find the treasure.

## Notes

* Baldy gives you the route into the Cave, but not back. You have to accept Miner's book to be able to return back without using teleportation.
* This quest is a good time to make a photo of a Hunter Controller for Wildlife photography. They are rare in the early game.
Wildlife photography

After discovering the journalist's body in Agroprom Underground, Marked One decides to finish his job.

## Walkthrough

Approach a mutant and take a photo from the distance of about 5m. This quest will take longer than Anomaly photos, but even the rarest mutants can be eventually found dozens of times.

* Plagued zombies are typically found at Yantar at the garages to the north of scientists' bunker.
* Leaping and red pseudogiants are in Darkscape, on the road to the north from the gas station. Red pseudogiants are also scripted to spawn in Pseudohunting and Duel of the giants.
* Electro-controllers can be occasionally found in CNPP-2, Eastern Pripyat, Generators, and Pripyat-1 Underpass.
* One hunter-controller is scripted in Treasure hunter, otherwise they have a chance to occasionally spawn iin Darkscape, Forgotten Forest, and some other locations instead of ordinary controllers .

After 23-24 hours (random) return for the second part of your reward to Sidorovich.

## Notes

* You can refuse doing this mission by speaking with Sidorovich - this will end the quest without failing. However the guns are required for the Gun Baron achievement and subsequently S.T.A.L.K.E.R..
* The camera can be upgraded by Lanky for 50000RU, making all photography quests easier. Once you finished this quest, the upgrade is offered no more, so you'd better upgrade while it's possible, as it's useful for other photography quests as well.
* The 9A-91 is the only 9x39mm weapon in the game that fits into the secondary slot.
The gun for Cross

Cross reveals that he was the one who originally gave Devotee and Wolf the tip-off on the armor, and his price for that information was for them to retrieve a unique automatic shotgun for him. *(referencing the AA-12 "Camo" you found in "Black Angel")*

**To prevent extra running around, bring the AA-12 "Camo" found in Wolf's Radar stash with you to Forgotten Forest. It is also highly recommended to completely clear out the enemies next to the Dump transition before turning in the gun to Cross.**

## Walkthrough

To complete the quest, turn the gun in to Cross along with the 80000RU that Devotee is also owed. He'll tell you that he drunkenly stashed the armor in the final room of X-16 laboratory, where Ghost's "corpse" was found.

After completing this quest, two squads of Monolith tanks (seven in each) will spawn next to each of the transitions out of the forest, blocking your way out.

The Dark Valley transition will be an issue due to nearby burer, werewolf, and zombie spawns, but can be dealt with slowly and carefully. The transition to the Dump is more difficult as there's a lot of foliage and cover in general, plus the mutants - hence the recommendation to completely clear the area before they spawn in.

Some may be noticing a small pattern by now, but it is likely just a coincidence and nothing to seriously worry about. All that's left for us to do is head over to Yantar and take a casual stroll through the X-16 before picking up our reward.
Tour of Kurchatov

After returning to Kuzka's Mother, she will entrust you with looking after her former associates in Kurchatov-37 who need help fighting off mercenaries.

**This quest is timed, and you will have 24 hours ingame to reach Kurchatov-37 and speak to Katana.** This leads to "Kurchatov trap".

## Notes

* After accepting this quest, you can upgrade your Grav-suit into the advanced version, see Gravysuit upgrade for details. The upgrade quest takes places inside Kurchatov-37 as well, so you can do this before visiting the city to save time.
Walking dead

Akim wants 40 zombie hands from you.

## Walkthrough

The fastest way to obtain the 40 zombie hands for Akim early on lies through the Horror Hour mechanic, where you will encounter a horde of zombies at midnight. Using the cheap pistol ammo to shoot the incoming phantoms, and Fight gloves for the rest of zombies makes the horror hour an easy source for the hands.

The forest in the Dump also contains some zombies respawning after some amount of time.

Later on, you will encounter a lot of Gopnik zombies in various locations like Dark Valley's factory, or at the Ironworks. They are much better source of zombie hands as they have much higher drop rate.

## Notes

* It's good practice to keep a backpack stash somewhere in Cordon to keep zombie hands in, since Akim will still want hands after you turn in this quest for his cyclics.
* The cyclics unlocked by this quest are a good way to get artifacts early on, especially absolutes like Crystal Soul of Bengal (minimum 60 hands needed) and Burer's Great Grandma's Beads (minimum 58 hands needed).
Integrated circuits

Docent agrees to give the info on Petrenko's canteen if you bring him a few things: 25000 RU, 5 Wrenched artifacts, and 10 integrated circuits, the last of which you can find in the Cordon's southern checkpoint's outhouse.

## Walkthrough

There are 13 Broken microchip boards in the outhouse, but Docent only needs 10. You can give him the rest for his cyclic. Additionally, Winsor has this board as a reward for one of his cyclics.
Stuffed pseudodog

One of Panther's bodyguards, Demobee, wants you to steal a stuffed pseudodog from the mercenary base at the Construction Site.

## Walkthrough

Don't worry about this task just yet, as you'll be able to grab it during Theft of the SCAT-15. During this quest, both the stuffed pseudodog and the armor will be in the mercenary canteen.

After talking to Demobee and accepting this quest, talk to Panther again.
Serviceman's PDA

After searching a soldier's body at Cordon, you find a report on a scientific research team that disappeared in the Zone very recently. The details are in his PDA, which is missing from the body.

## Walkthrough

The quest starts with picking up the document from the body under the road bridge at Cordon. On the opposite hill across the road, a sniper with a silenced rifle appears, and tries to kill you. As you likely don't have proper guns by that point, the OP-style way to deal with him would probably be to drag the body closer to the spawn point of the sniper, and take the document after that. The rifle is broken beyond repair, you can sell it to Petrenko later.

Picking his PDA up also starts Sniper Fenrir.

### Find the bandit who stole serviceman's PDA

The bandit can be located at Dump in the swamp, pretending to be a wounded stalker; his position is marked in your PDA. His accomplice at the construction site will snipe the unsuspecting stalkers trying to "help" him. After approaching the place where he could be found, 5 mercenaries will spawn.

### Find the bandit who took serviceman's PDA from the wounded bandit

The bandit's name is Frayer. Initially, he spawns near the "wounded" bandit, at 9/10/11:00PM (randomly) of the same or next day in which you searched his body. Then he starts periodically traveling each few days back and forth between Agroprom Underground and the bandit base at Dark Valley, and can be found in either one of those locations or somewhere in between. Most likely you'll find him at Agroprom Underground, on an occasion. Don't rush it, this questline won't meaningfully advance for quite a while.

Another way to locate Frayer is to ask Docent, one of the technicians in Barkeep's backroom in the Bar. He can locate any quest-related NPC and place a mark on your PDA map.

### Find the man who got the serviceman's PDA

After stealing the military case from Agroprom in Find documents of the military, travel to Dump and talk to Prapor.

Turns out Prapor has that PDA, but it's broken, and he will only give it to you for 10 Scientific medkits.

Bring him the medkits, get the broken PDA in return. Prapor will direct you to Barkeep, saying that he knows a person who can fix anything.

## Notes

* The body of the soldier at Cordon is set to not decay.

## Bugs

* If the quest is started during Take the information from the scout (saving Nimble), the sniper could easily kill an important NPC, such as Tolik. Don't do that.
* The bandit at Dump will get bored pretending after a few days, and walk to Cordon's ATP. He will still be marked on your PDA's map, though. Keep in mind that there he might get killed by stalkers attacking the ATP (or anything else), and his body will eventually decay into a zombie after a few days, losing his inventory and softlocking the quest. Just don't delay this too much and all will be fine.
Sidorovich

Greedy trader and skilled mechanic, with connections to everyone in the Zone and many on the Big Land.

## Sidorovich

### Offers

Quests
Trading
Repair
Exchange
Battery recharge
Cyclics
Chain

### Special

Invulnerable
Bribery

## Location

Owns a bunker in Cordon, and can be found there at all times.

The door to his bunker opens after Cave dream.

## Notes

Any normally neutral/friendly party that turned hostile can be bribed through Sidorovich for 250000RU or 350000RU, depending on the severity of the offence. Doing this three or more times nets you the Chameleon achievement, which blocks you from getting the S.T.A.L.K.E.R. achievement.

After helping Fox in Ask Fox about Strelok, he will make a significant discount and offer more items for trading.
Invisible stash

Skinflint spoiled that some suspicious guys walked in recently, and told him about a stash that can be barely seen, as the rucksack was made from a special fabric invented by one of the scientists researching the Zone. The stash is musical, and possibly located somewhere at the bandit base in Dark Valley.

## Walkthrough

The location of the stash is in the video below. (**1:33**)

Technically the quest completes after taking it, but the note inside the stash says that there's another stash with the audio cue. This leads to a chain of 3 stashes, also shown in the video.

The last of the stashes contains the note directing you to Eastern Pripyat to continue the chain, and providing the audio cue to search for.
Leshy's stash

By searching Leshy's body you found out the coordinates of his stash. Apparently, he found the PDA of someone named Sylvan, and the schematics of some weapon, which he intended to show to Docent. Additionally, Akill wanted to get in touch with Leshy.

## Walkthrough

Pick up Leshy's stash at the Ironworks, marked on the map.

Here's the video on how to get to the stash (timecode **1:18**).

In the stash, you can find a flash drive. Give it to Docent along with the X-7 lab documents you've found on Leshy's body to start Article No.58.
Replacement camera

Photographer wants you to bring him the camera of his friend who got crushed by pseudogiants in the radioactive lowland not far away, to replace his own camera which has been lost in the swamp while trying to get the Fountain artifact he found.

## Walkthrough

Head over to the lowland; it will be marked on the map of your PDA. In addition to the usual pack of dogs there will be 13 pseudogiants here.

The backpack is located between three stones in the center of the lowland. Look for a bunch of human remains, supposedly belonging to Photographer's dead colleague.

Bring the camera to Photographer for your reward.
Playboy major

Kuznetsov is asking you to find a complete season of the Playboy magazine. For science.

## Playboy major

### Location

Cordon
Agroprom
Bar
Dark Valley
Swamps
ATP
Army Warehouses
Radar
Central Pripyat

## Walkthrough

This is a low-intensity task that is gated behind the access to 12 locations, mostly starting ones. Magazines aren't hidden, and are all located on various factions bases.

### Location of Playboy issues

* **Cordon**:
* **Agroprom**:
* **Bar**:
* **Dark Valley**:
* **Swamps**:
* **Army Warehouses**:
* **Radar**:
* **Central Pripyat**:
* **ATP**:
Report to Lightning

As you collected several isomorphs, it's time to see Lightning in the Monolith Control Bunker again.

*This quest is unmarked and doesn't have any canonical name.*

## Walkthrough

Travel to the Monolith Control Bunker and talk to Lightning.

She wants you to toss each Isomorph you've collected into the portal beside her, which will spit out "random" items in return. **Despite this dialogue, you'll only need to step inside the portal and wait 18 seconds for her next dialogue to appear.** But if you still want to sacrifice any of your isomorphs (check their useful properties first!), here's what rewards they produce. They are actually fixed, not random:

* Isomorphic Crystal:
	+ Great Grandma's Beads
	+ Crystal Soul
	+ Hand Teleport Prototype
	+ Colt M4 CQBR (fully loaded with 5.56x45mm SS109 ×60)
* Isomorph (Cactus):
	+ Swamp bloodsucker **(run after dropping!)**
	+ Rattle
	+ Bloodsucker's embryo
	+ Random Tier 3 modificate artifact
* Isomorph (Globe):

	+ Anti-personnel mine

	+ Crystal Soul of Bengal

	+ Burer's Grandma's Beads

	+ Hand Teleport Prototype

Lightning says that you also need to return the assembled Photo-Gun which you gave to Klyonov previously, and that some isomorphs were used in X-16 by scientists. Marked One asks her to set up a teleport to somewhere closer to the Yantar, and she installs one leading to the Dump using the micro-generators from the C-Consciousness Representative's room nearby.

Go to the C-Consciousness room and jump into the center of the white light; you'll be teleported to the Dump.

### Dump

Upon arriving to the Dump, Panther will send a message to see her in Cordon. She and her father are leaving the Zone for about two months for a "vacation" and she wants to say goodbye.

Near the transition from Dump to the Cordon, you'll come across a loner named Hog hailing you. Talk to him to start Stalker's stash.

## Notes

* The teleport to the Dump in Monolith Control Bunker is persistent and will remain usable even after Lightning leaves this area.
* The isomorphs in this quest can be used to immediately complete Infinity of the universe without traipsing around the Zone.

## Bugs

* The quest won't advance until you take Lighting's teleport, even if you arrive to Dump on your own.
Strelok's stashes

Doctor says that Strelok had two more stashes before the memory loss. They are located in Wild Territory and Dark Valley in the pipes, and you can't grab them without having a teleport.

## Walkthrough

Both stash locations are shown on the video below.

* Wild Territory **6:30**
* Dark Valley **6:55**

Another potential spawn location for Wild Territory:

## Notes

* Despite Doctor saying that you can't grab the stashes without having to teleport away, you can actually climb out of all locations without wasting a teleport. For Wild Territory pipes, use crouch jumping - refer to Game physics for details. You can also use jumping artifacts. For Dark Valley, don't jump inside, but crawl on the edge of the pipe pixel-by-pixel until you're almost falling, then you can actually grab the stash without having to jump down. If you do fall in, you can stack three rucksacks against the lowest point in the pipe to allow you to jump out.
Storming station

The interception point for the third day is the wastewater treatment plant in the southeastern corner of Zaton that has been overrun by bandits.

## Walkthrough

Head to the area just west of the plant where Phoenix and his squad will be waiting for you. Talk to him and move towards the plant, clearing out all bandits along the way.

After emptying the camp of bandits, speak to Phoenix again to close the quest. After you do so, Kruglov warns everyone that the next wave will approach in 11 hours.

## Notes

* The stalkers in the raiding party seem to wear Sunrise suits, presumably for their quiet footsteps.
	+ In addition, two are wielding the unique shotguns USAS-12 "Shaitan" and Sayga-20, but these cannot be bought.
* Three master loners will be waiting for you alongside Phoenix's squad, and will all sell stashes to you.
Rare sawed-off gun

**In the Forgotten Forest:**
Emerald Jellyfish

Dan wants you to speak to Vityok the Raven and buy a rare Remington 870 model for a sack of pot he gives you.

## Walkthrough

Go and speak to Dan. He says that he doesn't have the shotgun anymore, as a burer lifted it off his hands and threw it onto a metallic construction near two large reservoirs. He gives you 10 Impulse grenades to kick it off the construction.

The best way to do this seems to climb one of the reservoirs and throw grenades to kick off the shotgun. Impulse grenades don't do any damage, they just push things, so don't worry about breaking the gun with them. Both shotgun location and the best place to do it are shown on the picture below.

After obtaining the gun in full condition, bring it to Dan. He says you can keep the gun as he already got a better one, and gives you a reward. He also gives intel on an Emerald Jellyfish that has appeared in the Forgotten Forest, either at the red barrels or near the crashed helicopter in the northeast.

## Notes

* Impulse grenades won't be required for anything after the quest, so don't worry about saving them. You can't use them to push friendly NPCs either - they still count it as an attack, even if they do zero damage (like with flash grenades). You can use them to push physical items, though.
* With sufficient parkour skills it's possible to make it to the top of the construction itself, but you likely need at least one jumping artifact.
Universal bioradar

After proving your worth by finding his stash, Catbehemoth tells you what he knows.

The project codenamed Azimuth which was started when the Zone first formed. Scientists all over the place gathered tissue samples and record data, to create the unique device called Universal Bioradar that's able to detect any type of mutant remotely.

The device doesn't exist in a ready to use state, but it can be assembled from two working prototypes of the bioradar and various additional parts which were carried off by stalkers into various places in the Zone.

Catbehemoth wants such a device for himself. You'll have to find all listed parts and schematics on your own, and then come to Docent with them and every part of every mutant in the Zone; he will be able to assemble two devices: one for you, and one for Catbehemoth.

Additionally, he tells you that a girl called Lyudmila came into the Zone looking for her missing husband. He's one of the scientists who developed the bioradar; Catbehemoth advises to ask her if she knows anything about this device.

## Walkthrough

All required parts can be obtained during the Sniper questline:

* Bioradar circuit 1 - Stalker Bubulyuka's stash
* Bioradar design description - Anna's stash
* Bioradar circuit 2 - Stash of a "Monolith" fighter (available after starting Interpol in the Zone storyline)
* Both bioradar prototypes - Stashes at the bandits' base (this gives you the fully working bioradar prototype that can sense people, but can't sense monsters yet)
* Bioradar circuit 3 - Fenrir's stash
* Bioradar assembly instructions - Information about Lyudmila's husband
* Bioradar circuit 4 - Ludmila's stash

You'll also need one sample part of each monster in the Zone, excluding the red parts, Mutated Female Zombie Sternum, Bezoar, Controller Brain, Plague Rat's Spleen, and Crow carcass. In total it must be 37 different pieces of mutant parts.

After obtaining all of the above, speak to Docent and give all that to him. He will start assembling the devices; meanwhile, you should look for two of his backpacks, starting Docent's Notebooks. You'll get the bioradar right after bringing back these notebooks to Docent.

## Notes

* Accepting this quest is one of the two conditions for Fenrir to spawn in Zaton, along with completing The archive documents.
Test of strength

Ivantsov wants your help to test the mettle of a young hopeful named Viking wishing to join Duty.

*Part of this quest is unmarked.*

## Walkthrough

### Preparation

The start of this quest is unmarked. Speak to Ivantsov to find out about the job. Find Viking at the campfire near the Arena entrance, and talk to him. For the challenge, he needs a Fort-500 shotgun, which can be bought at Barkeep, and 12x70 Buckshot ×50. Bring it all to him to start it.

### Challenge

Viking will then have to go beyond the southern checkpoint to fend off zombies that are approaching. You are allowed to assist from a minimum of 80 meters, but no closer.

He'll send you a message once he's in position and the onslaught will begin. Your goal is to keep him alive from the incoming zombies. The last one will be a Ghostly zombie that does not spawn flies on death, but has a ridiculous amount of health regardless.

Once all zombies have been shot down, you'll hear a message notification. Go back to Ivantsov to report the success. Speak to Viking as well; he will give you his artifact.

### Dimak's message

After speaking to Viking, Dimak will broadcast the message that he has blueprints for a unique modification of Steyr AUG, and he will sell it to the first buyer. **You will have three ingame hours to make your way to Eastern Pripyat** and buy the Gunsmith's PDA for 10,000 RU. Despite the warning, you won't lose it if you're late; instead, Dimak will charge you 40,000RU for the blueprint. Buying it will open the quest Gunsmith's "gift".

## Notes

* Viking will die within 1-2 hits from a zombie, so you will really need to be on top of protecting him.
* You'll probably need a high powered sniper rifle. Aim at the neck.
* Pre-placed "Typhoon" Turret can help covering angles unseen from your current position.
* Bizarrely, the spawning of some of the southern zombies will be influenced by your position even though you're highly restricted on where you can actually move.
* Parasite received from Viking is one of the Artifacts for Dragunov.

## Bugs

* The southern zombies might be completely braindead and not aggro to Viking if spawned in later through your position moving.
Safe route

**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.**

A truck carrying ammunition has been discovered in the Pripyat Dungeons and Bourbon suggests using its ordnance. While it's too much for one stalker to carry, we can mark a pathway to the truck so that others can follow and transport the ammo out of the dungeons.

## Walkthrough

Bourbon will send you off with 23 glowsticks for the 23 points on the map that need to be marked. Each one is already marked by a dead glowstick, and all you'll have to do is interact with it to refresh it with a new one.

Watch out for the squad of 10 bandits spread out through the tunnels along with all of the natural spawns of the area.

See the path in the video below, timecode **16:20**:

Return to Bourbon to close out the quest.

## Notes

* The bandits are unsurprisingly allied with the local mutants.

## Bugs

* In the current patch, the dialogue for this quest is completely broken and just points towards lines from Grand Theft Auto. The PDA steps are also broken, but the description is simply untranslated.
Respond to a call for help

*("Repel a bandits raid" is also here, for simplicity)*

Help stalkers fend off a bandit raid.

## Walkthrough

After you kill bandits robbing Yurik, Fiend will call for help on radio. Head towards the vehicle graveyard and speak to him. Kill the attacking bandits. Return to Fiend for the reward.

## Notes

You can just throw a grenade blindly and kill most of them in one throw.

You can also use the old vanilla exploit to make your life easier:

* Before accepting the quest, run towards the bandit hideout, make them see you, but don't shoot;
* Return to Fiend and accept the quest;
* Run to the bandits again, and they will sit in place instead of attacking. You can throw a grenade much more precisely.

## Bugs

* The quest can get stuck on "Speak to Fiend" if you kill the bandits before speaking with him.
Wanderer

**From Yuri Semetsky:**
Transition: Limansk - Generators

**In the house:**
5.45x39mm Isomorph ×90

**Outside Maximilian's camp:**
Crystal Thorn ×2
Phantom's Star ×2

Lightning asks you to find her partner, Wanderer, somewhere in Limansk. She gave you the photo with the house; the teleport her partner taken should be on the roof of that house.

## Walkthrough

The teleport is over the house on the north of Limansk; enter it and climb to the roof to find the spherical portal. Enter it to be teleported out of the location boundaries. Find Wanderer's body nearby, closer to the unfinished construction site. Along with his body, you'll find his notebook. The notebook mentions a one-legged stalker who knows about isomorph properties and already started to sell them.

As you pick the notebook up, Marked One messages Lightning, and she replies that you need to search for Wanderer's isomorph detector in the house with the teleport.

## After the quest

### Semetsky

Using the teleport along the edge of the fence, exit the enclosed territory with Wanderer's body. You'll be immediately ambushed by three pseudogiants, but the teleport transports you back to the house you came from.

In this house, you'll run into none other than Yuri Semetsky himself! He tells you that the shard of Monolith you have was originally his before it was stolen from him by Panther's father. Semetsky doesn't need it anymore as he's destined to die and rise again as a consequence of his wish for immortality at the Wish Granter.

Semetsky doesn't know anything about isomorphs, but left some isomorph ammo in the teleport house that you can collect. However, he knows that the one-legged stalker boasting about an isomorph detector went to the Generators. Semetsky gives you the transition there from Limansk.

Marked One will send a message to Ghost, who replies with information on the location of the one-legged stalker's camp.

### Generators

Head towards the Generators through the transition Semetsky gave you. The one-legged stalker's camp is in the northwest corner of the location. As you approach there will be several artifacts on the ground, some of them exceedingly rare, so make sure to pick these up.

The stalker will try to run as you approach, but Ghost will appear to back you up. The man's name is Maximilian, and he claims not to have been involved in Wanderer's death. He'll only give up the isomorph detector if we photograph the Monolith in the Sarcophagus with a special camera only found via a teleport in the basement.

## Notes

* Semetsky carries a Benelli M3 Super 90 loaded with 12x76 Isomorph rounds that can be bought from him.
* Semetsky seems to settle down in this section of Limansk, making the area significantly safer in the future as he guns down entire Monolith squads spawning on the location.
	+ If you ever find his named stash (see Random stashes) it is located in the attic of the house where you found him.
Plague

Plague is a disease in OP-2.2 that can be contracted by interacting with certain infected mutants or their dead bodies. It's denoted by a biohazard icon in your HUD. In the early game, plague is annoying and devastating if caught, since you do not have much money to treat it. Later on, you will obtain enough protection and medicines to not care about it.

### Sources of infection

The following mutants can give you plague:

* Plagued rats - bite, walking over the dead body (safe to walk over if they're still alive!)
* Plagued flies - bite
* Parasite zombies - ranged plague attack, searching the body (walking over is safe)
* Plagued zombies - ranged plague attack, walking over the body

### Effects

Plague doesn't degrade your performance at first, but will lead to occasional psi damage and death in several hours if left untreated.

### Treatment

You can cure plague with Serum, which can be obtained in the following places:

* bought from traders (for example the earliest merchant that sells serum is Adrenaline for 10000RU)
* occasionally dropped by Ecologists. You can get Serum for free from them by luring mutants to the scientific bunker at Yantar and letting them decimate the scientists.
* occasionally dropped by Clear Sky members. You can get free Serum from them by visiting the fishing hamlet in Swamps from time to time. It's under constant attack by mutants, with lots of CS bodies to loot.
* received as a reward and found in random stashes.

If you caught the disease in Agroprom Underground during your first visit, Old documents: part 1 and Mole's PDA are probably the easiest sources in the early game besides paying 10000RU to Adrenaline. There is also a free Serum in a breakable crate in Cross' camp in the Forgotten Forest.

### Protection

You can completely avoid airborne sources of plague by using a suit with a closed loop breathing system, for example:

* any scientific suit
* Black Doctor Exoskeleton obtained at the end of the Black Doctor's exoskeleton storyline
* Don Quixote Exoskeleton obtained in Fenrir's lair at the Dump during the early Sniper storyline
* any of the nanosuits available in the game

and others. See the armor spreadsheet for the full list, there's a separate column for closed loop system.

The earliest scientific suit in the game is available for turning in 10 scientific medkits in Medkits for Fox (besides getting a scientific suit in a stash by chance).

There is no protection from plague rat or plague fly bites.
Vasiliev's PDA

As Kostya advised, you visit Sakharov and give him the instructions for Hand Teleport Prototype you found at X-10. While he's reading them, he wants you to do a job for him. Find the PDA of Vasiliev, his postdoc who traveled with Ghost into X-16 and ran away from the controller in confusion, dying near the crashed helicopter. His PDA should be somewhere in the brain chamber in X-16, next to the lab equipment.

## Walkthrough

The PDA can be located at the brain chamber, in one of the equipment racks, on the second level of the catwalks, counting from the top.

Bring the PDA to Sakharov.

## Notes

* After this quest, Sakharov will offer a special exchange: Battery artifact and 20000RU for a Teleport to Yantar, Teleport to Bar, or Teleport to Cordon.
Transmutation

### Transmutator

After Compromising materials, one of the early Kuznetsov's quests, you'll be rewarded with Transmutator. This device allows you to make ("cook") your own artifacts, transmuting the ingredients inside anomalies. Basic artifacts need only mundane source items, but more advanced recipes require other artifacts, forming transmutation chains.

### Obtaining the recipes

The recipes are found, bought, or rewarded throughout the game. You can't transmute the artifact until you know the recipe. The transmutation device will have all the recipes you know listed in a cookbook.

### Cooking process

After obtaining all ingredients listed in the recipe, stand next to the corresponding anomaly. Double-click the transmutator and select the recipe you need, starting the transmutation.

Some artifacts take just a couple minutes to get transmuted, but others require several hours. You can start the transmutation and leave; when ready, your PDA will remind you and mark them on your map. Many recipes don't have 100% guaranteed output; with a certain chance (usually 20%) the transmutation will go wrong and you'll get a Cobblestone instead of the desired outcome. You can sell them to Sakharov to alleviate some of the cooking cost.

There's a small chance for a complete transmutation failure, losing all ingredients and results, even Cobblestones - even if the recipe says 100%. There's also a small chance for the double yield.

You can safely wander to a different location between starting and finishing the transmutation process. Even if you cook in a dynamic anomaly and it disappears, the spot will be marked on your map, and you will get the reminder message when it's done. However, you need to be on the location as the cooking finishes, otherwise the result will be lost.

### Embryos

Besides artifacts, you can also cook mutant embryos.

Refer to the list of recipes for the detailed info on recipes, and Game Economy for the costs of mass cooking.
Toolbox

To be able to repair weapons and armor, Syak needs you to deliver a container with artifacts to Sidorovich as a payment for tools he was promised, which you also have to deliver back.

## Walkthrough

The container Syak gives you weighs 8kg. The toolbox Sidorovich gives you weighs 12kg. Otherwise, the quest is trivial but involves quite a bit of running across locations. Make sure to have the Dark Valley - Radar from Classified Data and Radar - Dark Valley from a pickup from a KUNG truck in the Radar for a shorter path.

## Notes

* T-Rex's suit you get as a reward has great carrying weight, but unlike other suits its condition can degrade from radiation and psi-fields, making it super fragile.
* The code Syak gives you (**1287975**) unlocks the door at the tunnel, near the hole in the fence. Inside it you can find a Playboy magazine; it's required for the Special magazine quest, and will spawn even if you don't have it active yet.
Plunder the mercenaries at Jupiter

Buusty gives Marked One an assignment to steal a briefcase of money from the Mercenary base in Jupiter to pay off the families of the Stalkers who were not so lucky in the assault on the Cordon checkpoint.

## Walkthrough

After gaining access to Jupiter from Dimak during the Black Doctor's exoskeleton storyline, this quest can be completed at any time.

Head over to the Jupiter factory checkpoint. It's guarded by 30 mercenaries, with 2 of them carrying PKM (6P6) and 4 carrying M60s. The easiest approach seems to be from east, where you can use the checkpoint building as cover. The gunfight is likely to attract a squad of a dozen Monolithians from the ventilation complex if you haven't dealt with them yet.

The briefcase of money is easy to find in the single-floor building, on a shelf.

After picking up the briefcase and walking a few steps towards the outside, a large swarm of bloodsuckers along with two inferno bloodsuckers will spawn outside. You can slip away to avoid them blocking you inside, or fight them at the spot using some heavy duty weapons like a flamethrower. Jumping up on top of the defunct BTR also provides you with a safe spot to pick them off with melee weapons. Picking up the briefcase also spawns a Golden Chunk artifact outside.

Return to Cordon with the briefcase for a nice chunk of cash as well as a good rifle chambered in 9x39. The next series of quests for Buusty's squad will also unlock.

## Notes

* On your first visit to Jupiter, the ventilation complex will be occupied by Monolith forces. You can wander close enough to activate both the Monolith and Mercenary forces, and the two forces will mostly wipe themselves out besides a few mercenaries left deep in the base. This is even better if you take the Oasis route after picking up Dimak's PDA, since you will have excellent cover from all sides and can snipe at far-off enemies from an elevated point. Just be prepared with a melee weapon or heavy single target damage to take out the Deathclaws and Venoms at the ventilation tunnel entrance.
* You could theoretically use a Cloaking exoskeleton to steal the briefcase and let the mercenaries deal with the onslaught of bloodsuckers while you slip away.
* The briefcase is only 6kg and is easy to carry around.
* Dimak mentions a group of bloodsuckers that caused him to drop his PDA. Since there are no bloodsuckers in the ventilation tunnels, this group is likely the one that attacked him.
Recipe decryption

**To finish the quest:**
1st part of the recipe
2nd part of the recipe
3rd part of the recipe
4th part of the recipe
5th part of the recipe
Searching for decoder

Once you obtained all 5 parts of the recipe, you need to decrypt the recipe. Resident Evil advises to find Proper70 for that, he's an expert in this.

## Walkthrough

This quest will advance a bit down the story, when you'll speak to Resident Evil after Fenrir's stash and meet Proper70 in the scientist bunker in Jupiter.

### First talk with Proper70

Proper70 knows how to save Fenrir - for that you will need to obtain the recipe for a powerful flask, separated into 5 parts. Then you will need to obtain the decoder, Bubulyuka knows its location. Proper70 gives you a Teleport artifact so you can teleport to him.

After that, Anna addresses you. Speak to her.

### Obtaining the decoder

**WARNING: by advancing this quest further you can lock yourself out of an extra Ultra Artefact Detector. If you want to obtain it, make sure you finished NS story (completing Bunker D-6 assault) and exchanged the detector as described in One-time offers#Yuri Semetsky.**

Go to Zaton and speak to Bubulyuka. He will tell you the location of the stash with the decoder, starting Searching for decoder.

After finding the cipher book and all 5 parts of the recipe, bring them to Proper70 to finish the quest. He instructs you to talk to Bubulyuka again, and gives you another Teleport artifact.

### Decoding the recipe

Go and talk to Bubulyuka, exhausting his dialogue. In the end he will hint that you need to return to Proper70. Return to him, and discover that he decoded the recipe and that he has a final Teleport artifact for you.

## Bugs

* The recipe description in your PDA is incomplete: you actually need orange and blue flasks as well, not just the empty one.
Strange digits

Vasily advises you to go to Sviblov with the PDA, which has some sort of coordinates on them.

## Walkthrough

Sviblov is willing to help, but wants you to help him with Anomaly scanners while fiddling with maps.

Complete the above quest and return to Sviblov. He gives you the Shevchenko in Zaton as the target of those coordinates. On top of one of the engines, you'll find a manual teleporter to the Catacombs.

You'll need a Teleport artifact to use it, just like with any other manual teleport.

Upon using the teleport, you will find yourself in a room that looks exactly like Strelok's hideout in Agroprom Underground. A rucksack nearby will have the Hostel silencer extension, along with a Teleport artifact. The Catacombs will have no reachable transitions, so this Teleport will be needed to exit the area.

## Notes

* Teleport artifacts can be bought from Owl in the Skadovsk in case you forgot to bring one on your trip to Zaton.
* Unlike other silencer attachments, "Hostel" Extension-silencer doesn't degrade with use and also increases damage.
Signal jammer

Bormann's next task involves taking a signal jammer from the same Limansk construction site roof, reprogramming it at Skinflint, and putting it back in the exact same spot.

## Walkthrough

### Taking the jammer

The jammer is on the top level of the unfinished building, not on the roof. It'll be sitting on a beam to the southwest side, and weigh 3.82kg.

### Reprogramming

Make your way to Army Warehouses and deliver the jammer to Skinflint. He says it'll take 5 hours to complete the work on it. Return later to pick it up.

### Installing the reprogrammed jammer

Three black-suited Monolithians will be back in their ambush positions from Finishing off a sniper on the approach up to the unfinished building. Take care of them and jump up to the spot the jammer was positioned before. It will automatically place itself when you get close enough to its original position.

Return to Bormann for your reward.
Resident Evil's backpack

Resident Evil has a surprise for you, but to get it you first have to learn to climb. Find his training stash on the Jupiter minefield, near the antenna with four supporting cables.

## Walkthrough

### Training stash

The minefield is camped by 2 BTRs. Blow them up and climb to the top of the building near the wall.

Grab the note and bring it to Resident Evil. He tells you to speak to Proper70 next.

### Extra stash

Additionally, Resident Evil gives you a lead to his stash in Agroprom with a gun. It's on the observation tower near the tunnel; it's not hidden but marked on your map, you can grab it any time.