recursal/Fanatic-Fandom huggingface dataset:
Contributions

Rucksack ×15
Vodka ×100
Balalaika
Guitar
Harmonica
Benelli M3 "Tactical"
Huron's AKMS
FN FAL 50.00
"KORD" Tank Machinegun
Vepr-12
SVD "Eagle-Owl"
RPK-16
TKPD "Sniper" Carbine
Needlegun
M110 SASS
Fight Gloves
McMillan CS5 "7.92x57"
Baseball Bat
Arctic Warfare "Super Magnum"
HK 417 "Assault"
Gunslinger's AKMS

Sidorovich has a charity contributions system, some kind of lottery. You can participate if you have 2 million RU in your inventory. Select a lot (which will cost you money), and he gives you a tip on a stash in the Rookie Village. It can contain something valuable or nothing of interest.

*This quest is unmarked.*

## Walkthrough

After completing the Shadow of Chernobyl storyline and obtaining 2000000RU, speak to Sidorovich, selecting "Sidor, I'm sad...". You can now make contributions in another dialogue. The necessary prerequisite for each contribution is to have 2000000RU.

Each contribution will spawn a stash with a random weapon and a bunch quest items that you'll need to give back to Sidorovich to end the quest.

One of the contributions (Greenpeace) spawns a talking controller named Stalker Petrov in the Rookie Village. Talk to him to receive the Gunslinger's AKMS.

One of the contributions (lottery) is a "race": the stash is not hidden but is simply put on the ground near the stalkers in the village. Whoever finds it first, wins. There's a catch, though: the stash only spawns when you exit Sidorovich's bunker then talk to Sid again. Then you can either find the stash yourself (walk while holding F to highlight it) or watch the stalkers; somebody will start crawling to get it first.

Stash locations are randomly selected from 26 potential spawns in the Rookie Village.

Random weapons in the stashes are selected from the following list. Note that they never repeat, i.e. you are guaranteed to get all weapons from this list after the completion of this quest.

* Benelli M3 "Tactical"

* Huron's AKMS

* FN FAL 50.00

* "KORD" Tank Machinegun

* Vepr-12

* SVD "Eagle-Owl"

* RPK-16

* TKPD "Sniper" Carbine

* Needlegun

* M110 SASS

* Fight Gloves

* McMillan CS5 "7.92x57"

* Baseball Bat

* Arctic Warfare "Super Magnum"

* HK 417 "Assault"

This is the list of donations:

## Notes

* This joke quest doesn't lead to anything, and is completely optional. However, the Sponsor achievement you get for it is required for S.T.A.L.K.E.R, which is the main achievement of the game. If you don't need any of the guns found in this quest but aim for the achievement, it's better to be done at the end of the game, or when you have plenty of money to spend.
* All guns besides the Gunslinger's AKMS come fully loaded.
Annihilation

Dragunov wants us to eradicate the mobile Electra anomaly on the Central Pripyat ferris wheel using the Black Hole artifact. A total of six anomalies will need to be destroyed before the chain is broken.

## Walkthrough

Pay attention to how the Electra anomaly moves on the ferris wheel - the cabins opposite of each other will be unsafe while the anomaly moves around.

Simply drop the Black Hole into a cabin to disable the anomaly within. This is easy for the bottom three, but going higher requires some parkour and a bit of attention to the timing of the anomaly if you don't want to be caught.

Return to Dragunov for some good ammunition and his admission that he will be leaving the Zone forever.

## Notes

* You will need 12 Black Energy in total to destroy six anomalies. This is exactly how many were in the Stash of the "Monolith", so it's a simple task to do this directly after turning that quest to Dragunov.
* Picking up the Black Hole still damages your suit and causes damage without a closed loop. Try to get squarely within a cabin before dropping it to minimize the number of times you'll need to pick it up.
Catacombs

This is an auxiliary location in which the Hostel silencer is hidden. It serves no other purpose. It's an exact copy of Agroprom Underground.

## Transitions

There are no transitions to or from this location. It can only be visited with a manual teleporter.

## Notes

* Catacombs is most likely a placeholder map, due to the lack of spawns and being an exact replica of the Agroprom Underground.
Behind enemy lines

Information on the commanding officer's PDA from Checkpoint in the Swamps indicates an ongoing test of a new protective suit, which could be the one Vasily mentioned.

## Walkthrough

The scout wearing the suit is said to be at a high vantage point in the Swamps. He is actually located on top of the watchtower in the southwest. Snipe him and pick up the Gagarin protective suit off of his body.

Return to Sviblov to finish off the questline with a nice reward. Give the suit to Vasily to examine. Additionally, go to Kuznetsov to send him Sviblov's gratitude.
Arguments and Facts

Circumstantial evidence seems to point at Sviblov being Recluse. We will need to gather three pieces of hard evidence before we take decisive action against him.

## Walkthrough

The first two pieces of evidence can be found in the Clear Sky base. The first is in a jug above Sviblov's office.

Not only is this jug the same container used in one of Murzo's stashes, the contents are the same as well! Take the note out of the container to bring as evidence.

The second piece of evidence is in his bedroom.

These are the same style of boots as the ones Murzo gave to Vitamin before sending him on his ill-fated mission to betray us.

The diary entry after picking up the boots implies that further evidence will need to be found elsewhere. When we raid the Brotherhood laboratory in Zaton after completing Brotherhood of the Anaemics, we can find the third definitive piece of evidence.

This is the same laptop that we brought to Sviblov in The Recluse's Mystery. There is no chance that it would have ended up here without him knowing about it.

After collecting these three pieces of evidence we are now ready to expose Sviblov. The conclusion of this quest will come when finishing Grave desecrators, and will be marked as complete after speaking to the zombified Sviblov.
Akim

Akim is a smuggler and arms dealer who set his trading post in Cordon.

## Location

Akim can be found in Cordon, at the northern checkpoint, right next to the transition to Dump.

## Notes

* Akim sells the Fight gloves which can be used to quickly kill many low-level mutants, They can be bought day one and will pay for themselves with the ammo they conserve.
Extraction point

Marked One needs to escort the drunken Boatswain to the cemetery in the Swamps for the helicopter pick-up.

## Walkthrough

Boatswain will walk drunkenly through the swamps towards the cemetery near the old church. Mutants don't appear to be interested in him and there is no limit to how far away you can be, so you can wipe everything out up to the landing point.

As you approach the cemetery, a bunch of bandits will spawn, starting the quest called Cover.

After clearing the bandits, wait for Boatswain to finally arrive, and board the helicopter after him.

Once you arrive to Generators, talk to Boatswain again to close out the quest.

## After the quest

Speak to Andersen again for information on the universal key, starting Andersen's Joystick.

Talk to Ghost for a useful transition from the Generators, and the information about Fritz. Fritz appears to be a machine, a cyborg of some sort. He doesn't eat, sleep, or drink vodka; he always greets everyone like they're newcomers. He's probably a Black Doctor's creation.

## Notes

* Normally Boatswain walks slowly with the drunken walking animation. If you run to the cemetery and complete Cover, he will switch to a regular jogging animation which saves some time.
* Boatswain will enter the helicopter on his own regardless of where you are, so there is no need to babysit him. However, he will only actually travel while in the online radius.
* You can leave the pilot and Boatswain alone to do other business in the Swamps without any issue as long as you return eventually.

## Bugs

* Boatswain can and will walk into dynamic anomalies, dying instantly and failing the quest. There doesn't appear to be any way to prevent this outside of just reloading, so quicksave often.
* You have to board the helicopter from the left side, as shown on the picture below, otherwise you might not transition to Generators and will be left on the Swamps, breaking the script. This is the well known NS jank. Reload and try again if this happens.
* If you saved just before getting onto the helicopter, ensure you wait about 5-10 seconds after reloading to get on. This way you'll avoid the crash that occurs when entering an area transition too quickly after loading in.
Confrontation

Right after you show Kalinin your RGP-7 and ammo for it, the military attack the stalker camp.

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

## Walkthrough

The military will spawn around the camp, quickly killing most of the stalkers except Kalinin, the guy who greeted you after entering the location the first time (as he has unusually high amount of HP), and hopefully Marked One. Trying to wander off too far from the stalker camp will result in a scripted "sniper shot" killing you, at least early on in the fight.

After fending off the first wave, additional military will slowly spawn over the course of half an ingame hour. At the end of the wave, three BTRs will spawn around the camp, along with Proschaysolyankin, the leader of the military. After killing him and destroying all BTRs, report to Kalinin.

One of the militaries will have the playing card on his body.

## Notes

* You aren't forced to use the RPG-7 you brought.
* Every other stalker except Kalinin himself is "disposable", including Messenger. No need to care about them.
* Some militaries are spawning outside the map borders, and their bodies might become inaccessible. The playing card is **not** on one of those so you don't have to worry; the soldier with the card spawns somewhere in the field.
* It's possible for some of the military to spawn after completing the quest, as the only objectives are Proschaysolyankin and BTRs, not the rest of the soldiers.
Ammunition delivery

Bullet wants you to take an ammunition box in Darkscape and deliver it to Fiend.

## Walkthrough

The box is inside the gas station. It weights 35kg, so make sure you can lift it. You're probably not going to haul it during your first visit to Darkscape in Get out of Dark Valley.

## Notes

* There will be a large squad of helmeted and regular Bandits outside of the station. It's possible to ignore this squad and grab the package, since there isn't much going on in that part of the map until Akim's final documents quest and you're likely to have pretty poor weapons at this point in the game.
* The safe next to the package will have a huge stash of simple artifacts, many of which will be beneficial to have earlygame. This makes it even more difficult to get out of Darkscape with everything you want on your first visit, since hauling 10+kg of artifacts plus the 35kg case of ammo may be impossible unless you've specifically prepared for this.
Collector's stash X-10

## Collector's stash X-10

### Reward

Rucksack
Bob
"S" Kevlar exoskeleton
9x39mm SP-6 ×20
7.62x54mm B-30 AP ×10
5.56x45mm LS ×30

## Walkthrough

All 8 variants are shown on the video below.

* **0:16** In a shaft.
* **0:49** In the room with the main knife-switch.
* **2:20** In a storage area.
* **3:43** Near the code door.
* **4:14** In a room with 16 reservoirs.
* **5:09** Not far from the entrance to the laboratory.
* **5:39** Near the lift.
* **6:16** In a corridor with 3 large barrels.
Device Installation: Central Pripyat

Sakharov wants you to install another monitoring device in Central Pripyat, on the central square.

## Walkthrough

The required place is shown on the picture below. Climb the slab and drop the device from your inventory.

You don't need to report back to Sakharov to finish this quest.

## Notes

After this quest, Sakharov will be able to teleport you into Central Pripyat for a Moonlight and 9000RU (unsafe place) or 20000RU (safe place).
Escape from the Dead City

**At the square:**
Last Day ×7
**At the ATP:**
Last Day ×8
Last Day (invisible) ×4

After some negotiations with Faint, you will be able to enter the perimeter of the city grounds for a period of 10 minutes. During this time, you'll need to:

* find Norman's gun in the attic of the bombed-out apartments (use the photo he gave you)
* take out the Last Day teleport specialist in the green scientific suit on the Lenin square
* follow the Last Day killsquad through a portal to the ATP after Faint gives them a false report about the stalker escaping the Dead City.

## Walkthrough

Here's the overall schematic of the mission.

Enter the city from the northwest; after crossing the protective barrier, a 10-minute timer will start. Make your way to the apartment building with the stash; a squad of mercs and Last Day is situated there. Kill them and climb to the attic. The stash is a large green box.

Grab the Norman's crossbow from it. It's powerful enough to kill anyone in one bodyshot, and has computerized targeting. Go to the sniper position on the corner nearby, outside the attic.

After reaching it, you'll be rooted to the spot. After a cutscene with Last Day executing some stalkers, the target in the green scientific suit will come out of the building shown on the picture above, along with two bodyguards. Kill him.

## After the quest

Shortly after this, Faint will make his false report that a loner escaped to the ATP. A teleport will form on the opposite side of the location; it will be marked on your map. You have two minutes to get down from the building and run there.

You will end up in the ATP near the transition to the Cordon. Last Day stalkers will be all around you, so your only option is to run for your life northwards towards Kalinin's camp.

Norman will contact you afterwards with coordinates to his Agroprom stash, kicking off Stash at the Agroprom. For now, you may want to go to Limansk to reclaim your gear.

## Notes

* Infinite sprinting will be a must-have for getting to the teleport on time and running from the Last Day squad in the ATP. The Moonlight outside of the loner camp is vital, and not picking up loot will also keep your weight low.
* The ten minute kill timer can be reset by simply leaving the area, so don't worry about doing everything in one sitting. The sniping portion will be over in just a minute or two so you likely will not have issues with time.
* Four troopers at the ATP will be fully cloaked. Norman's crossbow has computerized targeting so you can easily bodyshot them if you wish to take out the full squad. They can drop Last Day Exoskeletons at varying levels of repair so this may be worth your while.

## Bugs

* The VIP you need to kill can get stuck inside the building which will prevent him from coming out.
Detector assembly

Vitya the Hologram. He will agree to give you his two remaining Ultra-detectors, in exchange for two simpler Advanced Anomaly Detectors plus a Plasma Caterpillar.

## Walkthrough

Advanced Anomaly Detector can be bought from Sakharov for 50000RU; he has 1 item per day in his stock. Alternatively, it can be obtained for Kruglov's Priority 3 cyclic quest to bring him certain artifacts.

After obtaining both detectors and a Plasma Caterpillar, bring them to Vitya. Ask Cyclop to use his psychic powers to tell you where the stolen Vitya's stash is. He will answer with a riddle:

>
> In the roots of a faded giant
>
> A good secret is hiding
>
> Yonder, where the blind scurry about
>
> Between the glowing rubbish and the hill
>
> That is closest to the Valley of Lawlessness
>
>
>
> Strelok, I'm sure you know this place perfectly well...
>
>
>
>

Cyclop is talking about the dead tree at the Dump, near which a pack of dogs lives.

## Bugs

* The task description says that "elite" detectors are required; this is wrong, and he needs Advanced ones.
Checkpoint in the Swamps

In The defense of the complex, you discovered that the military found a route from Agroprom to the Swamps. You wiped the first "Bars" squad out, and now Sviblov wants you to wipe the second squad that has this volatile information before Clear Sky's territory is compromised.

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

## Walkthrough

Make your way to the northern region of the swamps near the transition to Agroprom.

Sviblov's men will already be fighting the military squad - they are surprisingly competent fighters for once, so there's no need for you to get too close, especially because the military have the better vantage point, and there's a turret mounted on top of the train car; take up a position behind strong cover and snipe away from a distance.

Once the firefight stops, take out the turret and loot the bodies for a card from Kuznetsov's deck and yet another broken navigator on the commanding officer.

The secret order in his PDA says that they had to set up a checkpoint in the Swamps, and mine the surroundings. The real reason why they were here is the field test of the new armored suit called "Gagarin". The squad had to send a scout wearing it to map the area.

Picking up his PDA closes this quest and opens the next step, Behind enemy lines.

## Notes

* Remnants of the military force can be lurking to the west in the reeds. Watch out for them while looting bodies.

## Bugs

* The commander can die in the anomaly on the rails, which makes approaching his body difficult as it has large radius.
Cardan's Saiga-12k

A shotgun that can be made after handing in the blueprints to Vasily along with two Gravi, one Ruby Spring, a Saiga-12k "Sniper", and a Saiga-12k "Tactic". It comes with a built-in collimator sight and a 12 round magazine, as well as a full-auto firing mode.

## Cardan's Saiga-12k

### Ammo

12x70 Birdshot
12x70 Buckshot
12x76 Flechette
12x76 Slug
12x76 Isomorph

## Location

* Crafted by Vasily after completing Tools for Vasily.

You'll also need the blueprints, which are the final reward for Screw's chain quest. The chain involves giving him an entire series of weapons upgraded at Lanky.

Each upgrade takes one full ingame day to complete, so if you want to obtain this weapon, it's better to start collecting and upgrading the required items early on; however many of the weapons can be acquired in their fully upgraded form, saving time. Look at the list in the link above for the full list.
Collect parts of the documents at the Agroprom

## Walkthrough

The location of the documents is on the video below, with timecodes in the description.

The final document in the quest, "Air shaft," requires going down into Agroprom Underground.

## Notes

* If you can't find some documents, you can buy them from Informant for 20000RU apiece. However, doing that would block the final achievement.
* 26 total documents in this part of the quest.
Collector's stash Zaton

## Walkthrough

All variants are shown on the video below.

## Notes

* RGM-40 Knuckles is able to shoot anomalous 40mm grenades. However, it's bugged: the first shot after loading the savefile is always a "Snowflake", regardless of what you loaded into it. This is extremely wasteful if you use other grenades, for example Electricas which are more powerful.
Core mechanics

The following pages detail the core mechanics of OP-2.2:

* **Combat tactics**
* **Game Economy**
* **Fast travel**
* Pacing and progression
* Difficulty levels
* Essential NPCs
* Armor
* Item condition and repairs
* **Artifact decay**
* Hoarding (and theft!)
* Plague
* Blowout and horror hour
* Stealth
* Obscure mechanics
* Transmutation
* Cyclic and chain quests
* A-Life
* Unmarked quests
* Random stashes
* "Typhoon" Turret
* Game physics
Breakthrough

Bormann chides us for wasting time on trivialities like entertainment when the Monolith are closing in on Limansk. Five turret emplacements must be taken out near the unfinished building before he gives us the information.

## Walkthrough

Head over to the unfinished building to fight the Monolith. On top of the regular Monolith spawns, twenty additional troops will be reinforcing the area, and a controller will be wandering around the construction site entrance.

Once all turrets have been destroyed, return to Bormann for his info on the VCR.

## Notes

* If you still have not gotten rid of the teleport before the transition to the Hospital, it's possible to enter Limansk from there and work your way backwards. You will teleport to the top of the unfinished building as normal and no turret will be shooting at you immediately, but two Monolith troopers will kill you if you're not prepared. Equip your best armor and a shotgun before teleporting in and you will be able to wipe most of the squad coming up the stairs.
* If you have Yuri Semetsky spawned after Wanderer, he might casually wipe half of the monolithians out for you if he's in the area.
"Black" digger

Regardless of the outcome of Rare weapons quest, Skimpy gives you the location of two of his accomplices which dug out the contents of the first WWII weapon cache. One went to Darkscape with his group, and another went to Army Warehouses in the hopes to sell the weapon to Freedom; although Skimpy doubts they'll even let him enter.

Stages of this quest are not tracked in your PDA, you have to do it yourself.

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

## Walkthrough

### First bandit

Skimpy's first accomplice can be found in Darkscape's sawmill, along with his group. He has a backpack with the weapon from the WWII cache, and another one from the group has a playing card.

### Second bandit

At the Freedom base, ask Sir Barmaley if he seen any bandit trying to sneak into the base. He tells you that the bandit was there, but Sir Barmaley didn't let him in. In revenge, this moron blew a hole in the wall around the base, and went off to the stalker camp.

Go to the stalker camp, and ask Yakut if he seen the bandit. Yakut says that he went towards the Bar, and recommend talking to Ivantsov who's in charge of the guard there.

Ivantsov says that they just gave the bandit a grenade into the face, but his PDA has been taken by Thunder. Ivantsov sent him to Yantar to guard the scientists' bunker.

Go and ask Sakharov about the Duty detachment sent to guard them. **He will only speak after finding Doctor in Central Pripyat, as a part of The rescue.**

Sakharov says that they've been killed by bloodsuckers, and Thunder is the only survivor. He can be found sick in the next room, poisoned by a bloodsucker.

After talking to Thunder, you promise to find a cure for the poison; Doctor should probably know what to do. You don't have a lot of time because Thunder will die without this antidote, so run to Doctor immediately for Thunder to not die.

Doctor says that he knows how to make the antidote, but you need to obtain certain hard-to-get components for it, leading to Antidote.

## Notes

* Although the quest technically ends after grabbing the first bandit's backpack in Darkscape, you can do these any order.
* The Elisium artifact you obtain from the bandit at Darkscape removes -30Ci of radiation by just being in your inventory, without even taking a slot on your belt. It's also one of the Artifacts for Dragunov, so you'll have to give it in eventually.

## Bugs

* This is technically the point at which the Freedom base in Army Warehouses gets the hole in the western wall. However, the sides of the "hole" can be blasted open with a grenade and walked through at any time before this.
A gift for Buddy

Max Lyuber says that you have to feed Buddy somehow. There's a flock of fleshes near the Dark Valley transition, you have to bring him the flesh meat.

## Walkthrough

There are 16 fleshes total, but only young fleshes have appropriate meat. Collect 6 pieces and bring them to Max.

## Notes

* Complete this quest as soon as possible after accepting it. If you leave this for later, the special young fleshes can and will leave the area and spread all over the Zone. It will be practically impossible to complete by then as the young fleshes have no marker or any distinguishing features.
Family shotgun

Hunter is asking Marked One to find his father's shotgun, lost somewhere in Wild Territory.

## Walkthrough

The shotgun is inside the contaminated house, in a safe. Jump through the hole in the roof, then follow the arrow on picture to find it.

## Notes

* The TOZ-34 Hunter is precise and has good range and damage; try this gun out before giving it back.
	+ You will get the gun permanently when you complete Hunter's chain.
Get out of laboratory

After switching the brain in X-16 off, you need to somehow get out of the lab to report to Sakharov.

## Walkthrough

The holding cell is filled with all kinds of mutants, including the controller; a powerful anomalous grenade like an Electrica grenade would come handy to avoid killing all this one by one. Here you find Ghost's body; pick his PDA up and listen the audio message in it, which starts the Meet Guide quest. **BUG WARNING: do not exit to the sewers until you listened to the audio message in full**, otherwise the Guide might fail to spawn.

Pick up the documents from his body (the same ones Barkeep sent you for), and proceed to the exit, which is blocked with a movable wooden palette, just like the elevator shaft previously.

Jump down the hole into the sewers. As you pass some weird luminescent slime on a wall, you hear a voice. This is a part of a puzzle that leads to Bonus stash: Yantar, if you want you can follow it now.

Exit the sewers and talk to Sakharov to receive your reward.

## Notes

* Ghost's suit can be given to Sakharov as well in his "one-time cyclic" task, if you don't need it. In fact you **need** to do it, because the recipe given in return will be required in the late game.

## Bugs

* If you don't listen to Ghost's audio message to the end, Guide might fail to spawn in Cordon, softlocking you (you can't finish Shadow of Chernobyl storyline without him).
Disappeared courier

Sviblov needs you to find a Clear Sky courier that went missing in Radar.

## Walkthrough

Head over to Radar and find the courier directly in front of the X-10 Laboratory entrance. He's badly wounded and will die after your conversation with him, in which he pushes a radioactive case and the Express delivery quest onto you.

Complete it and return to Sviblov for the Anomaly annihilator.

## Notes

* The anomaly annihilator can be used to remove the teleport behind the Limansk's construction site that blocks your path to the Hospital. You must get as close to the teleport as possible, and throw the annihilator into the teleport from your inventory.
Confront Gavr

Marked One knows that Gavr ordered Fang's killing and decides to confront him.

This quest is not tracked and doesn't have a canonical name.

## Walkthrough

Go to Army Warehouses and speak to Gavr. He will confess that it really was him, and say that he personally sent a sniper to eliminate Fang in bloodsucker village, as he started to suspect something and dig too much. Suddenly Marked One loses consciousness, realizing he was poisoned.

After waking up and a short dialogue with Gavr in which he promises to not kill him if Marked One won't move, Marked One decides to avenge Fang. Gavr and his bodyguards turn hostile, plus several others who blocked the door behind your back while you were unconscious. Kill them.

Surviving this fight might be tough as you have high chance to get shot in your face at least once, and his guards are armed with Remington 870 "Marine Magnum", HK 417 "Sniper", and semi-auto shotguns such as Vepr-12 "Hammer". However, it's entirely possible to flee into the back room for cover without getting hit at all. Freedomers will help you fight the rest of the mercs, but inside the barracks you're on your own.

After the fight, you realize that your PDA is missing - it must have been stolen while you were unconscious.

## Notes

* A consistent way of surviving this fight is to use plastic explosives with an NK-100 detonator. After waking up from your nap, you have plenty of time to walk around and set explosives wherever you wish, then initiate dialogue to turn the group hostile.
	+ Landmines can also work, but will sometimes trigger early even if targets are not moving and are not as consistent.
Alcoholic controller

The controller that contacted you in Dangerous connections mentioned his little acquaintance at the Swamps. After you meet the little controller, he wants you to help him grow by drinking vodka.

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

## Walkthrough

The little controller can be located in the southwest corner of the Swamps and won't attack. Approach him and press F on him. He will telepathically talk to you, asking you to bring him a bottle of Vodka every 12 hours to help him grow.

This quest is entirely optional and insanely long. Nothing will happen if you don't feed him (he won't die or anything like that), but you cannot give him vodka faster than once in 12 hours, and there's no tracking of any kind, so you'll have to remember to visit the Swamps each 12 hours, and organize your gameplay route accordingly. After 5, 10, and 20 bottles, you will receive a stash. After the 20th bottle the little controller will thank you and disappear. You will get an achievement for helping him... grow.

## Notes

* You can sleep when the mini-controller does his controller abilities, probably due to the mini-controller not attacking you.
* The stash in the coordinates granted after 10 bottles is guaranteed to contain a Teleport artifact.
* The stash in the coordinates granted after 20 bottles is guaranteed to contain a Barrett M95 and a Teleport artifact.
* No NPCs path near the area where he hangs out, so you can safely drop a backpack with 20 bottles of vodka in it next to him for convenience's sake.
	+ There is also a vanilla container in the form of a backpack on the west edge of the map very near his location which you can also use.
Carved casket

Adrenaline had a visit from a shady rookie, promising good money for a specific safe and a box from Labyrinth *(the same guy who escaped the Captivity before Fima)*.

He refused the job as it sounded too fishy, but after you confirmed that both items indeed exist, he is curious.

Adrenaline wants you to bring that box from the Labyrinth. He says that according to that rookie, the box should be on one of the upper levels of the Labyrinth, only accessible through the teleport at the bottom.

## Walkthrough

To reach the box, you should head to the lower level of the Labyrinth, climb to the hole into the deeper parts, and navigate to the teleport that will lead you into the cave in the wall on the third level of the main chamber.

The box will be inside one of the chambers of the wall cave, near the campfire. It's actually a casket, and it's really hard to spot; however there's a backpack next to it, which is easier to find.

Bring the casket to Adrenaline. Marked One will promise him to go to Miner and ask if he knows anything about the safe.
Deja Vu

After recalling the photo of CNPP in your vision in X-16, you decide to repeat it.

## Walkthrough

Here's the photo you have to repeat. Do not use zoom (don't click RMB), so it comes out exactly like in the dream movie.

After taking the photo, an unknown person will contact you and promise that you will see him soon.

## Notes

* This storyline will continue after unlocking Warlab and advancing the Missing girl line.
Accompaniment, part 2

Klenov has expressed his desire to work with Vitya the Hologram once again, and you need to guide him to the Warlab.

## Walkthrough

Head to Unexplored Lands and speak to Cyclops about his message in the previous quest. Then talk to Vitya, who is looking much better from his treatment - not semi-transparent anymore. This will initiate Escort.

After escorting him to Army Warehouses, Vitya will urge you to check on the stash that Cyclops pointed out earlier.

**To save time, you will want to bring the following to Warlab:**

* Poltergeist's Heart - obtainable in Ray of Light
* Cobblestone ×10 (Vitya gives you 2 after escorting him, so you only need 8).

Head to Warlab again, and you'll see Vitya heading to Klyonov's workstation. Speak to him, then to Klyonov to close out the quest.
Invisible stashes: Radar

## Walkthrough

The entire puzzle is on the video below.

The note in the last stash says that Syak came up with this stash. Talk to him. He will say that it was the idea of some stalker, who also said that if anybody goes towards Army Warehouses, they should listen to the sparrow singing near the transition. This starts Sparrow singing.
Akill's knife

**After the quest:**
Military first aid kit
12.7x55mm STs-130 IA ×30

Akill traded his knife away in the Bar for information on Virus. He's entrusted you with the job of returning it to him.

## Walkthrough

Go to Bar and speak to Hunter. He will let you know that he lost his knife in the Forgotten Forest running from a bloodsucker. Head over there and talk to Cross, starting Compassion. Complete it and get the knife.

Head back to Akill into Eastern Pripyat. Upon entering the location, you get wounded by a scripted sniper. Akill contacts you, and advises you to hurry up into the laundry; it seems that the Blackwater sniper who was covering the commander in Deal with mercenaries has shown up.

Return the knife to him to start Sniper hunting.

## Notes

* Don't give Akill his knife right away, clear out the area to prepare for the next quest. See Sniper hunting for more details.
Collector's stash X-16

## Collector's stash X-16

### Reward

Rucksack
Radiance
"Super-Gauss" cassette ×8

## Walkthrough

All 9 spawn variants are on the video below.

* **0:16** Around the gateway door.
* **0:42** Inside the switchboard at the entrance.
* **1:11** On the roof.
* **1:49** On the cables in the main hall.
* **2:51** Where there's many corpses.
* **3:18** Near the staircase.
* **3:43** Next to the nine computer monitors.
* **4:12** Beside the entrance to the sewers.
* **5:10** Not far from the knife-switch in the main hall.
Meeting of the authorities

Marked One needs to escort Fly to Agroprom.

## Walkthrough

After transition from the Hospital, you appear in Agroprom in the out of bounds area, meeting Ghost, Doctor, and Pilgrim.

Speak to Ghost. After that, you hear multiple helicopters, and everyone who's anyone in the Zone arrives. Listen to the dialogue; the most important point is that nobody actually knows who Fritz is or where he came from.

After that bid goodbye to Fly (*Dasvidaniya!*), and speak to Arkhara who appears immediately after all helicopters took off. He bids you goodbye, and advises you to look behind yourself. By the gateway Fang is alive and well! He managed to survive the blast in some mysterious way. The device that exploded at CNPP-2 was the prototype artifact-based bomb that Skygazer wanted to develop into a full-fledged weapon.

**Make sure to use the floating teleport next to the gate in order to trigger the next quest arc.**

The teleport will take you to the top of the chimney of the Agroprom central complex. Jump into the teleport that floats midair under your feet to go to the guard tower. After that, you receive an Unexpected message.
Docent's Notebooks

While Docent is working on the universal version of the bioradar prototype, he sends you to look for two of his notebooks he lost.

## Walkthrough

The locations and the route to both are shown on the video below.

After obtaining them, report to Docent. He already finished the bioradar, and gives it to you. This finishes the storyline.
Brotherhood of the Anaemics

Iron Forest:
Last Day ×8
Last Day (armored) ×7

Testing facility:
Last Day
Last Day (armored) ×10
Brotherhood white coat ×12

Grenade boxes:
VOG-25 ×20
VOG-25P ×20
F-1 grenade ×20
Double F-1 ×20

Weapon boxes:
PTRD ×9
AS "Val" "Tactical" ×9
OTs-14-2 "Groza-1" ×9
Winchester 1300 "Chaser" ×9

Ammunition boxes:
9x39mm Isomorph ×450
Gauss cassette ×150
12x76 Isomorph ×150
14.5x114mm BS-41 ×150

Money boxes:
Pack of rubles ×90
Pack of dollars ×90
Pack of euros ×90

A new order established on subterfuge and terrorism in the Zone must be put down at all costs.

## Walkthrough

This is a long-term quest to destroy the Brotherhood and will not update until speaking to Kalancha's supplier after Pandora's box.

### Eastern Pripyat

Interrupt the Brotherhood meeting with the explosives laid earlier. Kill any stragglers and the quest will be marked as complete once all 30 are dead.

However, this is not the end of the storyline. Sanya Frost saw more activity in the Iron Forest in Zaton.

### Zaton

The Iron Forest will be fortified with Last Day soldiers. Take them out and descend the staircase. The teleport blocking entry is still there, but now a quest notification for Death Truck pops up.

Return with the deactivator and enter the testing facility. Eighteen additional soldiers will spawn on top of the five that were there before.

Fight your way through the lab and break the cardboard boxes on the upper floors. These contain drugs, components for the work the Brotherhood was doing here, guns, and ammunition. Picking up the Colchamine advances Common dope and picking up at least one of each drug component advances Bloody endgame.

A laptop is on the lower level of the lab next to the Gauss gun.

Picking it up advances Arguments and Facts and triggers Nostalgia for the present.

## Notes

* You will need 5 Colchamine for Common dope and one Atropine for Nostalgia for the present. The rest of the drugs and generic pills can be left alone if you don't want to take them with you.
* The money boxes are a good backup method for doing Forester's chain quest if you didn't have any packs of money on you beforehand.

## Bugs

* The Malokrovnik bombs can simply refuse to detonate. Luckily this does not softlock the quest as you can just kill all 30 members using any method you want.
Doctor's locket

In Miner's book, Miner sent Marked One to Doctor to get the mysterious thing he wants in exchange for the Monolith shard Marked One gave him once. Doctor says that it's his medallion, but he doesn't have it; it's hidden in Dump.

## Walkthrough

The locket is hidden inside the waste station on the Duty checkpoint.

Grab the locket and bring it to Miner. He will want another thing: a couple flashlights, to get used to light again, leading to Ray of Light.

## Notes

The Upgrade part 1 Doctor gives you after accepting this quest is for SKAT-15 exosuit; refer to Old documents: part 4#About SKAT-15 for details.
Disguise

Max wants eight of the ghillie suits used by Blackwater snipers. He tells you that those snipers have been spotted in several locations: Zaton, Jupiter, Forgotten Forest, Wild Territory, Radar, Army Warehouses.

## Walkthrough

You can give Max the ghillie suits you might have obtained in previous Blackwater encounters during the Article No.58 storyline or other quests. However, specifically for this quest a lot of mercs spawn in fixed spots in all those locations. Here's the map *(green = snipers, red = support, yellow = turrets and APCs)*:

## Notes

* The HK 417 "7.92" is an extremely powerful and flexible rifle worth checking out for its superb accuracy, high damage, 11x zoomable scope, and dirt cheap ammunition.
* The rest of the ghillie suits can be given to Max for his cyclic quest that opens after completing this mission.
Computer prowl

The report you handed in to Professor Lutsenko doesn't have all of the information on it, and he wants you to investigate the computers back in X-14 Laboratory for any extra materials.

## Walkthrough

Travel to the X-14 laboratory.

There are two hard disks and one flash drive to find in the lab.

* Hard drive 1: meeting room near the train depot, the same as in Anniversary celebration, inside the computer. Interact with the CD drive in front.
* Hard drive 2: the lab offices, inside another computer.
* Flash drive: the lab offices, inside the laptop. Interact with the touchpad.

Bring all three back to Lutsenko for an extremely valuable transition that makes trips to Jupiter from the southern part of the zone much faster.
Close contact

A Burer stole Ghost's backup PDA while he was inside X-10. He wants it back, as well as his stash. The burer should be somewhere inside the switch room; he warns you from shooting it though. You must sneak up to it and quickly pull its robes with the PDA inside.

## Walkthrough

### Burer

The burer can be found in the final Brain Scorcher switch room. Initially it's scripted to be facing away from you, so you can sneak up to him while fully crouched (without making any sound), and press F to pull its robes. Having a silent suit (Hunting trenchcoat or Armored Sunrise suit) helps a lot, but is not necessary.

Sometimes it will sense you from afar, without spotting or hearing you. You can either rush it and quickly snatch the robes, or wipe out the enemies from the lab, exit it and enter again to have another attempt at sneaking.

Alternatively, you can enter the lab from Sarcophagus, and pop up directly next to it in the switch room.

### Stash

The location of the stash (as well as the burer's) is shown on the video below.

### Ghost

After getting the PDA from the burer and finding the artifact, you can return to Ghost (be sure to have the artifact with you). He will let you keep it as a reward.

## Notes

* Sandstone is one of the few artifacts that can regenerate your psi health, which is often even more useful than psi resistance.
	+ Later on, you will get the Tears of the Controller artifact from completing "Kurchatov trap", which regenerates psi health faster than the Sandstone artifact.
	+ Sandstone is also one of the Artifacts for Dragunov, so you'll have to give it in eventually.
"Monolith" fighter's map

Dan asks you to help Cat out.

Part of this quest is unmarked.

## Walkthrough

This quest starts with an unmarked dialogue with Dan, starting with "What do you want?". Dan tells you to meet Cat, a former FSB member (essentially a Russian version of the FBI) who ended up in the Zone somehow and dug something interesting out.

Cat will be in the middle of the Swamps, his position marked on your map. Go and speak to him. He tells you that he was investigating suspicious Monolith activity in the locations unusual for them. He followed a Monolith squad to Radar and got bad radiation poisoning there. Luckily, then one of the Monolithians got into a radioactive zone as well while the squad was at the Swamps, and died there. Cat wants you to help him reach the body and search it.

After the dialogue, Cat will start running towards the burnt farmstead, and stop next to it. You have to enter the farmstead (it's heavily contaminated, as Cat said, so you will need some good antirad artifacts or some antirad pills), and search the body of the Monolithian. Bring the document from his body to Cat. It turns out to be a map of the Swamps with some notes.

Cat will say that he needs time to think, and goes to the Clear Sky base.

## Notes

* The Monolithian body is scripted to have a Plasma Caterpillar on it, but some players reported it to be a Cobblestone for them. It's unknown whether artifacts can decay on bodies. The body seems to be generated on the first entry to the Swamps in the disabled state, and is only enabled after the first dialogue with Cat.
Batteries

Zhora the Anomaly managed to partially open the safe, but it has two doors. Behind the first one there was a note saying **"FANG"**, indicating that the safe belonged to Fang. The second one will require a couple of specific batteries from X-16. Graybeard should tell you more.

## Walkthrough

### Stalker camp

Talk to Graybeard. He will say that the batteries of that kind can be found in the Fiery Cave, the entrance to which is blocked by fire, and you need a fire-resistant suit to enter it. He advises to check Hermit out. Additionally, he wants you to bring him the golden watch he dropped in the cave. This leads to Graybeard's pocket watch.

Speak to Hermit. He tells you where to find the Fiery Cave. He also looks at your photo with Skygazer and doesn't recall the other guy, however he recalls that Skygazer used to visit with another bearded guy.

### Fiery Cave

Head to the side entrance to the Fiery Cave. It's located on a steep slope of a hill, hidden behind the trees. If you look from the hunter camp to the southeast in the direction of the swamp, the entrance should be visible.

As you walk into the cave, Pilgrim spawns inside. He tells you that you can't go inside, as they installed a system of teleports to protect themselves from intruders. However, he found Graybeard's golden watch and is ready to give it and the batteries you look for, if you return the items from his stash. (leading to Pilgrim's stash).

### Avengers camp and stalker camp detour

Find the stash for Pilgrim and return with the contents. He will give you Graybeard's pocket watch and tell you to go for a walk while he's shaving and charging the batteries. Go to the stalker camp and give Graybeard his watch.

### Back to the Fiery Cave

Return to Pilgrim to discover him freshly shaved, and the teleports in the Fiery Cave being disabled. Talk to him. He will give you the batteries, and tell that his commander knows you from somewhere, and tells you to meet Hermit again and talk to him. At the same time, Hermit contacts you over the radio and tells you that he has news.

### Stalker camp

Return to Zhora the Anomaly to finish the quest. He will take two batteries, and you can take the third one.

Don't forget to visit Hermit after this quest.
Blowing up

Reward from Buusty:
23x76 "Shrapnel-25" x18

A swamp pseudogiant with armor plating threatens the plans to transport explosives through the northern region of Zaton. Buusty needs us to attach fourteen bombs to its body so that he can blast it to kingdom come.

## Walkthrough

The swamp pseudogiant is a large green-tinted version that is resting on the plateau to the north. The natural mutant spawns in the area will prove to be a problem, so you'll likely want to just clear them out before approaching it.

Spam interact while running behind it and you'll soon reach 14 bomb attachments, after which you'll have 10 seconds to run before Buusty detonates them.

After the pseudogiant blows up, 5 each of ghouls, kikimora, and molerats will approach and attack. Kill them or just run back to Buusty for a reward, and he'll prompt you to talk to Kuzka's Mother and Glimmer Man for their defense preparations.
Eliminate interference

After speaking to Dan in Tyrant's PDA, Kuznetsov will contact Marked One by radio, saying that some group of mercs came to his checkpoint, and his corrupted commander ordered not to touch them. Kuznetsov is asking Marked One to solve the problem "radically", while his men will look the other way.

## Walkthrough

There are 4 mercs: 3 on the ground and one sniper at the bridge. They will attack you on sight, so you can just snipe them from afar. Make sure you don't hit any of Kuznetsov's guys, and especially don't attract attention of the railway patrol.

After killing the mercs, report to Kuznetsov.

However neither of these mercs have the PDA on them though, indicating that the rest of the group went deeper into the Zone, so make your way to the Dump to continue the Tyrant's PDA quest.

## Notes

* Don't try killing the mercs at Kuznetsov's checkpoint at night, as half of the railway patrol is sleeping under the bridge. You will just aggravate them, making Kuznetsov hostile.
* The mercenaries are "Master" rank and are from the military faction.