recursal/Fanatic-Fandom huggingface dataset:
Ultra-detector

Hermit tells you that Adrenaline requested an ultra-detector of the anomalies; head to Vitya the Hologram as he used to make those, then bring one to Adrenaline.

Additionally, he tells that some shady looking people visited Adrenaline, looking for your Carved casket you obtained in Labyrinth. You need to be more careful, and visit Adrenaline for more info.

## Walkthrough

Head to Vitya the Hologram. He will agree to give you his two remaining detectors, in exchange for two Advanced Anomaly Detectors plus a Plasma Caterpillar. This leads to Detector assembly.

Complete the Detector assembly and obtain two Hologram's detectors.

Go to Adrenaline and bring him one of the detectors. He says that Stargazer came to him with another guy in a hooded outfit. They said that the safe belongs to Stargazer's friend and Marked One should give or sell it to them, otherwise they will take it by force.

After speaking to Adrenaline, Shura the Gynecologist will contact you, saying that Zhora the Anomaly managed to open the safe.
Reliable supplier

Kalancha needs us to find his supplier, who is babbling about a robber under the western watchtower.

## Walkthrough

The way to the watchtower will be dangerous due to bandits and white coats spawned from the end of Super consultant. Speak to the supplier, who says he was robbed by a white-coated bandit at the farmhouse. The quest closes and Roadside Romantic opens.
Reserve stash

Directly after turning in Laseraims to Max, Screw sends you a message to come over for some urgent business.

The Freedomers' reserve cache in Central Pripyat needs to be refilled, and Screw is asking you to acquire medicine:

* Antizombine ×2
* Bandage ×8
* Military first aid kit ×4
* Antirad ×4

He also gives you RGD-5 grenade ×5, 5.56x45mm SS109 ×150, 7.62x51mm NATO ×80, Canned food ×6; all that you'll have to put in the backpack in the kindergarten, along with the obtained supplies.

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

## Walkthrough

Obtain the supplies from the list, and move out to the kindergarten in Central Pripyat. It's usually infested with at least two Controllers, so you may or may not want clear the location out before accepting the quest.

The kindergarten is covered with two Monolith turrets:

1. On a white car
2. Overhang above the main entrance

Inside the kindergarten, there will be a large Monolith squad in wait. One of the troopers guarding the kindergarten will have a card from Kuznetsov's deck.

The stash itself is marked on your map. It's located on the second floor of the back building, not accessible by normal means. A pretty easy jump from the hallway connecting the two buildings will take you straight to the room.

As this quest leads directly into a distress call in front of the bus station, now would be a good time to clear that area of mutants, Military, or Monolith forces in preparation.

Interact with the stash, and Marked One will automatically the listed supplies into it (if you have them). The task should update. Immediately after that you will hear a distress call from Golem, Dragunov's artifact hunting associate, leading into Golem's stash.

## Notes

* The contents of the reserve stash only weigh 8.5kg and should not be an issue in that respect.
Wild Territory

Wild Territory is the former train yard of the Rostok factory, which is not protected by Duty like the rest of Rostok.

## Transitions

* from and to Bar: Find the documents in X-18

## Out-of-bounds exits

* The garage filled with Burner anomalies can be used to jump over the area boundaries.
* The unfinished building can be used to jump out of the area.

## Notes

* On your visit, you might want to save all four scientists accompanying Kruglov. See Meet Kruglov for details.
* Anomalies in the burner tunnel will shut down during Escort Kruglov to Yantar. Before that, they can be sprinted through.
* The collapsed tunnel interior is blocked by a teleport. You can access it through another teleport inside the contaminated house. There's the electra anomaly under the hole in the roof; discharge it through the bolt and jump down to teleport inside the tunnel.
* The inaccessible hangar can also be accessed through a teleport inside the contaminated house.
The Wave: Day One

Tricky ammo drop (x2)
Cylinder with flame fuel x100
FMJ Box (150x3) x300
23x76 "Shrapnel-25" x12
12.7x108mm cartridge belt x100
Rucksack

All the preparations have been made and it's time to start beating back the wave of mutants. Day one takes place on the Shevchenko and the area around it.

## Notes

* The ten invincible stalkers on the Shevchenko will take care of all of the mutants, given time. Any ammunition you choose to spend will simply speed up the process.
* The best weapons for mutants:
	+ Typhoon turret
		- Limitless ammo to deal with smaller mutants like blind dogs, but has very limited ranges
	+ Collector's flamethrower
		- Flamethrower fuel is excellent for dealing with tanky mutants like deathclaws and pseudogiants.
			* Use the catalyst for more damage and a longer range.
		- Anomalous under-barrel grenades can be used to wipe out an entire wave of mutants in one go (be wary of the grenades).
			* Anomalous grenades are very scarce, so watch your usage, and only use them if needed
	+ Anomalous grenades
		- These are similar to the anomalous under-barrel grenades in the Collector's flamethrower but more plentiful.
	+ 23x76 "Shrapnel-25" Shotguns
		- The Franchi SPAS-12 "Carabiner" or the "Strikeback" can make short work of huge packs of enemies because of its huge total damage and large pellet cloud. Anecdotally entire waves of chimeras have been killed in 4-5 shots when lining up correctly.
Stash at Pripyat

When helping you after you triggered the booby trap in Strelok's hideout, Doctor mentions that the code locked door in Sarcophagus can be opened a decoder created by Fang, which can be found in one of the rooms of the hotel in Central Pripyat.

## Walkthrough

The decoder location is marked on your map. Go and get it, along with the note with a warning that the Wish Granter shouldn't be approached:

> The stash contained a short report on how Fang and I infiltrated the underground galleries under the station sarcophagus and found a suspicious-looking door. Fang said that he'd put together a decoder for the electronic lock for our next visit. After that we had to run for our lives. There were hordes of Monolith patrols there. Well. I also found the decoder in the stash and directions for finding the door. However, it seems that approaching the Monolith is extremely dangerous - last time we avoided going under the sarcophagus above the destroyed reactor and it seems that's where the Monolith is.
>
>
Tour of Zaton

Marine Pilot has info on something potentially valuable hidden in one of the stationary stashes on Zaton and wants you to find it.

## Walkthrough

You won't find anything in the stashes, but you still have to search **all** 49 static stashes on Zaton. After looking in every stash, a message with the counter will pop up, and the stash will be marked with a flag on your map, so you will know how much you have left and won't be looking in the same spot twice.

All locations are presented on the video below.

## Notes

* For the Jupiter version of the quest, see Tour of Jupiter.
Rescue of Denis

Fang wants you to look for a stalker named Denis who was last heard from in the abandoned mine in the northwestern section of the Red Forest.

## Walkthrough

The mine entrance will be marked on your map. Before you enter the tunnel, there will be severe tremors and screen flashes. After entering, a controller will spawn directly behind you and a mosquito zombie in front. Another controller at the end of the hallway will continue to cause distortion until you take it out.

Ignore the large number of zombies (they are all exploders) and head to the tunnels behind, where any natural spawns of the mine will be waiting if you haven't already dealt with them.

Denis will need healing, after which you can talk to him. He'll thank you and send you information on a stash in the forest, opening Stash of an experienced stalker.

A squad of ten mercenaries will spawn in the mines after your conversation, and for once they are not allied with the mutants. Let them tank the exploding zombies and move on once you hear them stop firing. Shadowman with a group of stalkers will also appear at the entrance to the mine and will take care of the rest of the exploding zombies on his own. You can talk to him for some flavor dialogue.

Continue escorting Denis back to the northern camp, and then report to Fang in the Bar.

## Notes

* Clearing out the natural spawns of bears, spiders, and snork variants deep in the mine before picking up the documents makes this experience much smoother.

## Bugs

* Mercenaries spawned in this quest do not leave behind grey dots on the minimap after dying.
Stay alive

After coming to the area in the Yantar factory that is marked in your PDA, Maverick's voice announces that the challenge is starting, and you need to avoid losing too much blood if you want an extra reward.

## Walkthrough

You may want to clear the factory out before triggering this quest and coming to designated area.

After Maverick's announcement, several waves of zombies will spawn over the course of several minutes. Just like with other large battles, the spawn is centered around **you**, the next wave will spawn solely by timer in a random direction you don't look at, and will *only* spawn when you're not hiding.

The overhead crane and the area around the crane and the truck provide plenty of cover and a vantage point.

The last wave includes a mosquito zombie and psionic. After killing the wave off, Maverick will congratulate you if you stayed relatively unscathed, and will tell you about the extra reward in a stash on the roof of the factory; and also that you should search all zombie bodies to find a Decoder module you asked for.

After the message, one last zombie will spawn nearby. Remember where he is, because despite Maverick saying that you have to search all bodies, the decoder module will always be on the body of this last zombie.

If Maverick gave you the extra reward, it can be found on the tallest roof in the factory, under the stalker body.

## Notes

* If you receive enough damage, the quest will update and you still can complete it, but you'll miss the extra reward.
* While the encounter isn't too hard in good daylight, most of the danger would come from being blindsided by a zombified Fury since they carry automatic shotguns and are heavily armored.
* If you want to loot all zombie bodies, the Serpantine artifact from Golem's stash will come handy.

## Bugs

* The last zombie's body can be torn apart by a dynamic anomaly (on save/loading or by simply walking into it), softlocking the quest.
Poisonous effects

Now that the gas canisters from Chemical equilibrium are put into position in the underpass, Akill is leaving it up to you to detonate them and poison the rare Venom to death.

He also gives you a hint to his stash, which has his VSSK "Backwoods" and flash drive; you can use his gun from the stash, but will have to give it back afterwards.

## Walkthrough

### Pripyat-1 Underpass

Akill's stash is up in the easter egg room at the very top of the dome area. You'll need to parkour up the pipes and crawl through some rubble to reach that room, and search inside the cupboards for the backpack. Here's the route:

After that, take up your position on the roof of the crane control room, in the spot marked on your map. You'll be rooted to the spot for the duration of this portion of the quest.

The Venom will spawn and wander around the dome. All you have to do is shoot the gas canisters as the Venom passes by them, while avoiding shooting the mutant directly. After about three or four direct explosion hits, the mutant will die.

### Finishing the quest

After obtaining the rifle and killing the venom, you can return to Akill.

### Additional mercs

This isn't mentioned anywhere in the dialogues, but giving the rifle back to Akill spawns a totally unrelated squad of 16 Blackwater mercs in the Wild Territory at the road to Yantar and the abandoned construction site; and also an APC near the stalker campfire and a turret on top of the abandoned construction site.

## Notes

* There's no actual need to use the VSSK and expensive .338 ammunition to complete this quest. A smallbore rifle with burst fire will do just fine as long as your scope lets you get a good enough closeup. The containers do have a bit of health so you may need to butter them up ahead of time.

## Bugs

* The venom can be aggressive towards you, and attack you while you're being immobilized, instead of walking around at the bottom. Replay that section if this happens.
Seismic maps of Pripyat

Devotee can teleport you directly to the Central Pripyat, but for the teleport to be stable he wants the seismic maps of Pripyat, which are stored on some kind of electronic media lost inside Pripyat Dungeons.

## Walkthrough

The maps are inside the control room, marked with the red "ДИСПЕТЧЕРСКАЯ" sign.

Look for the flash drive inserted into the computer inside that room.

## Notes

* After this quest, Devotee will be able to teleport you to Central Pripyat for a Moonlight and 10000 (random unsafe place) or 20000 (Doctor's).
Stash of the "Monolith"

Dragunov gives us intel on thirteen Monolith stashes hidden around the Wishgranter in the Sarcophagus. When put together, all thirteen will open the path to a secret stash.

## Walkthrough

All 13 stashes are shown on the video below.

## Notes

* The Black Hole artifact you obtain is able to destroy any anomalies without being consumed. If you destroy any Grabbers or Arkhara's Stars before accepting the quest Cleansing, it will still count towards the goal of that quest.

## Bugs

* Rarely, the final stash can be picked up twice and its contents doubled.
Wolf in sheep's clothing

After multiple mentions of the sniper towers in Radar, it's time to get down there and check it out.

## Walkthrough

Eight cockroaches, five snorks, five soldiers, and eight mercenaries will be along the pathway from Army Warehouses along with the normal spawns. At the small sniper tower to the northeast, Zhora the Anarchist will be waiting.

As you approach, he will become aggressive and Freedom reputation will tank. Shoot him and search his body for Anarchist's PDA, containing the password for interacting with the white-coated buyers and the mutant parts he was selling.

Freedom reputation will increase by 10,000 after picking up the PDA, so don't worry about running into the squad at the entrance to Central Pripyat.

Since the buyer is nowhere to be seen, it seems Anarchist was waiting at the wrong sniper tower. Go to the entrance to X-10 laboratory and climb the northern sniper tower. You'll hear a music cue and see a white coat waving at you from the power pylons out of bounds.

Go up to him the usual way and talk. He's rather peeved with the locals mutants in Radar, and mentions that the delivery schedule will be sped up. He also lets slip that the operation is being run out of a laboratory.

Accept the 56,789RU for the mutant parts you brought and return to Lukash. You have two choices in the following conversation.

### Keep quiet about the deal

If you choose to keep quiet about the deal (option 1) Lukash will simply tell you to leave. Continue the questline by seeing Sakharov in Injection analysis.

### Expose Lukash

If you choose to expose Lukash (option 2) the entire Freedom base becomes your enemy. **However, Freedom rep only drops to 0, and all Freedomers outside the base will be neutral towards you.** It is possible to pick this option and continue the questline by talking to Sakharov as long as you escape the base.

## Notes

* If you did not sleep in the barracks in the previous quest, the mercenary and soldier spawns at the entrance to Radar will be missing.
Ray of Light

The locket wasn't the only thing Miner wanted in exchange for the Monolith shard. He also wants two flashlights to get used to light again. He sends you to Akim for them.

## Walkthrough

Talk to Akim. He won't give you flashlights for free, you have to complete Rubick's cube for him. After doing this, you'll get the location of a stash with flashlights - it's inside the elevator shaft in X-16 laboratory (15:18 on the video below).

After taking the stash contents, an underground tremor will throw you off the catwalks to the bottom of the shaft, so you'll have to exit the lab the other way alongside fighting a gauntlet of enemies (to the tunnels) since the ladder in the shaft is located too high to be able to climb it back. However, if you're fast, you can actually break the fall by maneuvering in the air onto the catwalks below.

Bring the flashlights to Miner, and receive your shard of the Monolith - Poltergeist's Heart - back.

## Notes

* As you probably remember from Cave dream, Poltergeist's Heart is powerful but extremely radioactive (**+85Ci**), and you need plenty of other artifacts to counter the radiation poisoning.
* Be wary of the mutant gauntlet once you grab the stash and fall to your doom, especially the controllers in the Brain room, where you will need automatic targeting from your binoculars or guns like the AWP "Antikiller" or the FN2000 "Executioner" to find the controllers.

## Bugs

* The falling cutscene triggers as soon as you have both flashlights in your inventory. If you take them out and drag one by one to another location and take them both, then the cutscene will trigger in that location: the ground will shake and you will be teleported to the XYZ coordinates where the fall is supposed to happen. Since these coordinates are applied to another location than X-16, you'll be likely teleported underground.
Rabbitfoots

Kuznetsov is asking Marked One to find two fugitives, Coyote and Polecat who escaped the prison to the Zone, dead or alive. (which means dead, in practice)

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

## Walkthrough

Coyote spawns at Ironworks after completing Reconnaissance by fire. He can be found at the abandoned village along with his newly formed gang. Coyote has a playing card on his body.

Polecat can be found at Swamps. As you pass by the hole in the fence at the north of the location, you'll hear a voice in your head, and a group of zombies and zombified stalkers spawn around. One of them is Polecat.

After killing both, report to Kuznetsov for your reward.

## Notes

* Polecat's location and trigger happens to be in the place which is also required for Find out what happened to the Alexandrych's squad and Minefield. Don't stack those two quests, be sure that one is completed before accepting another.
Shut down the Brain Scorcher

With the vision Marked One seen in X-16, and the documents from there, the objective became clear. You need to disable the Brain Scorcher, protecting yourself with the psi-helmet Sakharov gave you.

## Walkthrough

The quest is not very different from vanilla SoC. Move to the Brain Scorcher, suppressing the Monolith resistance. Don't forget to find the documents with the transitions: under the underground corridor and near the tunnel entrance. As you come closer to antennas, you'll start seeing phantoms. Don't let them zombify you by shooting them. Beware of the Monolith sniper on the second antenna from the right.

Enter the X-10 laboratory. The lab is full of turrets, so tread carefully. These particular turrets aren't very powerful, but still dangerous; they also take about 40 hits from a 5.45/5.56 gun to the bottom part, just like the ordinary Typhoon turrets. There are also sentient Fruit Punch anomalies in the lower level of the lab. They can be killed by aiming into the middle, but the hitbox is tiny (about a size of a rat) and determining where it is is hard. Try taking a higher vantage point (e.g. the staircase) and shoot it with a shotgun from above, or use grenades. There's an explosive barrel just next to the staircase entrance, you can lure them to it and detonate it.

Disable the Brain Scorcher, and watch Marked One having another vision. As he wakes up, the lab gets filled with Monolith fanatics. Make your way back to the exit. At the surface, you'll see Monolithians fighting the military. The helicopter is invulnerable and won't bother you, but beware of the military sniper on one of the antennas.

After exiting the territory of the Radar, listen to Sidorovich congratulating you on radio.

## Notes

* Missing sergeant spawns on Radar, even if you never took the quest from Kuznetsov. If you picked an Army ID tag from a body, you killed him. If you want to talk to him and send him back home (which is optional unless you go for the main game achievement), you can reload and keep him alive.
* On monolithians bodies at Radar, you can pick up a broken RPG-7 and AN-94 "Assault" needed for chain and cyclic quests.
* Assault on Central Pripyat is not a quest and doesn't have its own article; refer to Central Pripyat for details on it.
* After this quest, you can ask Barkeep to shut the loudspeaker in the Bar down, for 30000RU.
Typewriter

Cyclops wants us to retrieve a typewriter from the bookstore in Eastern Pripyat so that he can write down the poetry he loves to make so much.

## Walkthrough

Make your way to the bookstore. Clear the area around and inside it, as the controllers and zombies will make things worse.

The 3.4kg typewriter itself is located in a corner behind a bookshelf in the main room.

Once picked up, a variety of controllers and several exploding zombies will spawn outside the store, and you'll suffer a major psi attack, with double vision and phantoms constantly attacking you. You have to kill the Grandmother-controller spawned to the north of the book store to stop it.

After taking out the Grandmother-controller, return to Undiscovered Land and give the typewriter to Cyclops for your reward.

## Notes

* 60% psi resistance from artifacts will be indispensable as there will be a large amount of phantoms spawning from the Chasing-controllers, and it will be hard to shoot them all down while trying to get a good angle on the controllers from inside the store.
	+ Alternatively, you can use the Tears of the Controller artifact if you have it, as it restores your Psi-health at a rate of 350%.
* A pre-emptively placed "Typhoon" Turret will take the Grandmother-controller out easily, making the rest of them trivial.
* There is a vanilla container in the bumper car behind the store and one behind the shelves in the main room if you want to quickly stash the junk from the zombies.
Portal in Limansk

An unknown person sent you the key to the portal to Dead City, located in Limansk.

## Walkthrough

The basement pictured in the PDA notes is a house on the west edge of Limansk, off of the town square fountain.

The stairway at the entrance is mined. First three mines are easily visible and can be picked up. The fourth one is inside the anomaly blocking the staircase; you can either pick it up (it's hard), or detonate it.

Run through the anomaly and immediately hide behind the cover, because there's a Gauss turret firing through the door. There are two more in the next room. One of them is behind the door and can fire straight through it. You can simply run up to it directly, as it's unable to fire on targets at the point blank range.

In the room with the columns, you'll see a door partially walled with bricks, with the code terminal to the right and lever to the left. Enter the code you got in the Picture of the Monolith (**887766**).

Enter the code from the Wishgranter photograph - 887766 - into the terminal. Back up a bit and drop the cigar box into the center of the room, where the "vortex" effect is going off. Picking up the isomorphs resulting from this disables the teleport in front of the lever.

Hit the lever, and stand in the This will teleport you into the walled-off room in front, with the actual portal to Dead City.

The safety system will warn you that you're unable to pass through the portal with your equipment. There's a safe in the room; inside it, you can find a Rucksack. Drop absolutely every piece of equipment you can in it, including your armor, weapons, devices, and all artifacts in the belt. Nobody will steal it. Your quest items (that you can't drop) will be automatically put into the safe; you'll be able to reclaim them later down the story.

After dropping everything, walk into the teleporter pad, and travel to the Dead City.

## Notes

* You will not have access to any kind of NVD in your brief trip to Dead City. It's best to engage the teleporter in the early morning so you'll have plenty of time to get things done in the daylight.
* You can't smuggle any items into the Dead City, but it's possible to roll some random stashes inside it before teleporting there, and at least one location is reachable on your arrival.
* If you lost the cigar box somehow (???), you can just stand in the dropping area and wait for 200 seconds, then the lever will still be unblocked, even without the box. This is a foolproof measure to avoid softlocks. Keeping the box to yourself is not worth it though, as it's useless otherwise.
Video archive

Proper70 is sending Marked One on one last hunt for hidden stashes across the Zone. Ten video discs apparently hold some truth about the Zone. Nine of these discs can be found through the hints of the stalkers on the Skadovsk, while the tenth is with Proper70 himself.

## Walkthrough

Speak to each of the residents of the Skadovsk for their hints. Most of the stashes imply the use of a Gravigun which can be found in the Dead City, either here or here, although there's always a way without it.

* Lyudmila gives you Valerich's stash in X-8 laboratory.
* Fenrir gives you Alex Freeman's stash in X-18 laboratory.
* Anna gives you marital advice, opening Propose, and also Old Student's stash in Cordon.
* Beard gives you Trevil's stash at the Bar.
* Lobsang gives you Sputnik 94's stash in Zaton.
* Bubulyuka gives you Slipknot's stash, also in Zaton.
* Vagabond gives you Amba's stash at the Hospital.
* Resident Evil gives you Hunter 121's stash in Warlab.
* Catbehemoth gives you Aqua's stash in Zaton.

Find all nine discs and bring them to Proper70. He'll tip you off to Arkhara's stash hidden at the entrance to X-16 laboratory.

Immediately after picking up Arkhara's stash, Video archive is marked as complete and the quest Disks for Ariadne opens. In addition, Anna messages you about a so-called "stash expert" who has come to the Skadovsk and wants to speak with us about some stashes that are devilishly hard to access. See Wesker's stashes for more information on these.

## Notes

* If you haven't completed the Bioradar questline, Catbehemoth will still be at the Bar.
* The Accelerator appears to be disabled while this quest is active, perhaps due to its ability to take you out of bounds by skipping over area transitions that aren't physically blocked off. This would trivialize reaching some stashes such as the Old Student's.
Thermal viewer

An advanced military helmet with a thermal sight has been stolen in a bandit raid. Kuznetsov is asking you to find it, with the only lead being their last known location, Dump.

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

## Thermal viewer

### Reward

**a card from Kuznetsov's deck** (on the body of one of the bandits)
Raven's Eye
Black Energy
OTs-14-2 "Groza-1"
VOG-25 charge ×2
VOG-25P charge ×2

## Walkthrough

Travel to Dump and talk to any important NPC (Grey, Prapor, Raven etc) about the recent bandit sightings. It turns out that there's a group of bandits operates at night in the Dump, uses military armor, and has some easy advantage over stalkers in the dark.

At night (after 2:00AM), search the Dump for the bandits. They spawn as you approach the bandit ambush point by the road just past the broken down bus from the direction of the bar. One of them will have the stolen helmet, and another one a Kuznetsov's playing card.

## Notes

* Fighting an ambush at night can be hard, you'd better have a good NVG, a sniper rifle, and good bulletproofing. If you aren't sure, don't trigger the ambush until you have that.
* If you insist on doing the quest without even standard NVD, there are ways to make your life easier.
	+ If Kostya is still in the vehicle scrapyard, bandits can be pulled to him and he will obliterate the squad. Try not to pull them to the hangar, as Artyom and Raven are not invulnerable.
	+ You can also turn in Goldfish (quest) and accept Kostya's stash, Dump to force him to path northwards, and then spawn the bandits on top of him.
	+ You can also run away after triggering the ambush, and sleep/wait for morning. The bandits are significantly easier to take on in better light.
* Unlike the military Spetsnaz that the bandits are trying to mimic, most of the bandit group are Experienced and only the leader is a Veteran.
	+ In addition, the bandits are mostly carrying AK-74s except for the leader, which carries a Winchester 101 shotgun and a Colt M1911.
* Possibly conflicts with Barkeep's one-time cyclic for the Mauser K-98. He appears not to offer it until the bandits have been taken care of.
Unique artifact

When trying to fight his way into X-16, Kruglov spotted an unusual artifact at the Yantar factory. He wants you to return there and get it. It should be along the wall to the right of the entrance gate, in a white trailer. He promises you an advanced anomaly detector for that.

## Walkthrough

After accepting this quest, 12 spiders appear near the scientist bunker and at the factory. The artifact itself can be found in the trailer at the factory. After picking it up, a psionic spawn with his zombies at the entrance gate. Kill them and return the artifact to Kruglov.

## Notes

* The detector you get for this quest is capable of showing anomalies on your minimap.
Vernitsky's report

Katana reveals that the reason mercenaries have been attacking the camp so relentlessly is a legendary scientific report rumored to be hidden in X-14 Laboratory below Kurchatov-37. Your job is to find the report and deliver it to Professor Lutsenko in Scientific Station to take the pressure off of the Furies.

## Walkthrough

Descend into the X-14 through the newly obtained transition. After walking through the tunnels for a while, you'll enter the lab itself.

Inside, you'll see the storage room with a safe and several zombies.

One of the zombies in the white scientific suit is Assistant Gumiljov. **Make sure to loot his PDA with the info on the transition to Scientific Station, otherwise you won't be able to exit the lab!**

Approaching the safe will spawn four Underground Bloodsuckers. One of them will spawn behind you and throw you into a scripted grab attack. Avoid this by running up to the safe and jumping on top it or any of the boxes in the room. The bloodsucker and its three friends will be unable to reach you, and you can whack them with a melee weapon when they approach.

Grab **Vernitsky's report** from the safe. Continue through the subway tunnels to reach Scientific Station. Find Professor Lutsenko at the scientists' bunker, and bring him the report.

## Notes

* The Underground bloodsuckers are rare mutants and will drop Red Bloodsucker Tentacles if you're lucky.
* The exit side of X-14 has an invisible one-sided wall that blocks the passage in the reverse direction, so the entire location can only be entered from Kurchatov-37 and traversed through to Scientific Station, not vice versa. Moreover, the exit transition can only be obtained from Assistant Gumiljov in the lab. If you don't loot him and proceed to the exit, you will lock yourself behind that invisible wall.
* After turning in the quest, Lutsenko will have the best prices for Black Energy (750 RU), Scientific first aid kits (1240 RU), 7.92x57mm ammo (3000 RU), GPS beacons (973 RU), and M209 charges (960 RU)

## Bugs

* The safe can only be interacted with precisely on the dial, or from an exceedingly specific spot after jumping on top of it. This could be a bug, or it could be an intentional misdirection to force the player into getting grabbed by the bloodsuckers.
* After being grabbed by the bloodsuckers, the UI may disappear and fail to reappear. Press the **Num +** button to toggle it back on.
* Service ladder at the exit of the tunnel might be blocked by a green box if a poltergeist tries to play with it. It's a physical object - try pushing it with your head, or shoot it with a shotgun to give it a kick.
* Even when 100m underground inside a Scientific Station bunker, the Avengers in Scientific Station can and will fire underbarrel grenades into the complex from the outside and hit you.
Remnants of the Past

In search of more objects to fill the home, Strelok now has his sights set on a VCR, a book, a globe, a framed photo, and a plant. All five of these items can be found in Eastern Pripyat.

The book should be in the bookstore in the southeastern part of the area. The globe should be in the school, and the plant in the greenhouse just to the east. The framed photo will be in one of the residential buildings and the VCR in one of the stores.

## Walkthrough

The book is easy to find on top of the cabinets.

The globe can be found in the school on the second floor, in a room facing the Yubileniy building.

The plant is in the greenhouse next to the school.

The framed photograph is in a room of the apartment building directly northwest of the laundry.

The VCR is inside of a breakable box located in the store directly south of the hospital.

Three video tapes will pop out when you break the box, but only one can be picked up. As usual, bring everything back to the Swamps to close out the quest and start Consumer Society.
Surveillance

While Petrenko is charging the battery you brought him to repair the BTR, he has a task for you.

A small rat has been spotted stealing food and various stuff all over the bar lately. It's clearly domesticated and trained by somebody to steal. Petrenko wants you to track the perpetrator to its lair, as the rat stole his antique wrist compass. You should come to him after mignight to start the tracking.

## Walkthrough

Come to Petrenko's room from 12:00AM to 3:00AM, into the place marked on your map. After a couple seconds, a white mouse will appear in the corridor outside the room. You should follow it at certain distance to not fail the task - not too closely, but not too far away either.

After traveling across the Bar area in a winding path, the white mouse will come to two red containers and disappear. Six aggressive mice will spawn and attack you. This is the lair; look behind the containers for a small box with Petrenko's wrist compass in it.

Upon finding the wrist compass, bring it back to Petrenko. He will reward you and give you the charged battery for the BTR.

## Notes

* The mouse will stop on its path in scripted intervals. If you are too close (5m) or too far (20m) at the moment of it stopping the quest will fail.
* The mouse shows up as friendly in BPOs binoculars unlike other mutants.
The long-awaited meeting

After bringing him his map from the Swamps, Guide reveals that Doctor is waiting for Marked One inside Strelok's hideout in Agroprom Underground.

## Walkthrough

As you climb the ladder to the hideout, you blow yourself up on a booby trap. Watch the cutscene where Doctor saves you and explains that the Monolith is an illusion and your real target is behind a locked door in the Sarcophagus. To open it, you'll need to grab a decoder in the Polissya hotel in Central Pripyat.

This also ends the Kill the Strelok quest.
Tyrant's PDA

Informant is ready to share the information about Fang's business with mercenaries, but wants you to pay with it by getting the PDA of a mercenary leader named Tyrant which is recently has been stolen from him by one of his men; the information on it is highly sought after by all stalkers. The thief contacted Informant to sell it to him, but he had been on the run from angry mercs, and left the PDA to Dan.

## Walkthrough

After approaching Dan, he will tell that a group of mercs extorted the Tyrant's PDA from them, and went to Cordon. At the same time, Kuznetsov will contact Marked One by radio, saying that some group of mercs came to his checkpoint, and his corrupted commander has been bribed ordered not to touch them. Kuznetsov's asking Marked One to solve the problem "radically", starting Eliminate interference.

After killing the mercenaries at the bridge checkpoint, you don't find the PDA on their bodies, indicating that the rest of the group went deeper into the Zone. Make your way to Dump, killing 7 mercenaries assaulting Cordon's northern checkpoint.

At the Dump in the vehicle graveyard, you'll run into four Duty elites in advanced exoskeletons fighting a group of 9 mercenaries, one of which has an M60. There are also 7 bandits who came to buy the PDA from the mercs. Kill bandits and mercs, and take the Tyrant's PDA from the body of a merc in the advanced (green) exoskeleton.

Bring the PDA to Informant. He will uncover that the mercs were actually military in disguise, and that it was him who told Voronin to send the Duty elites to wipe them out.

Informant will tell you that he arranged for you a meeting with Gavr, a mercenary currently located in the Freedom base, in one of the barracks. He knows more about Fang's killers.

## Notes

* Duty elites you encounter are invulnerable. You can just let them mow everyone down if you feel like it.
Safe

Syak promises a Mama's beads recipe if you bring a small safe from X-18 to him.

## Walkthrough

Syak's small safe can be located in the experiment room at the bottom level of X-18. Upon arriving to the place, you discover a catch: the "small safe" weighs **195kg**! Even if you're wearing SKAT-15M Upgrade 2, you have to throw everything out of your inventory (besides maybe a pistol for some form of self-defense). Probably a better option would be to use Grav-suit, obtainable in Unique suits.

## Notes

* Having the transition from Dark Valley to Radar will shorten this haul immensely. The transition is obtainable for Classified data.
Rescue Pilgrim

After talking with Skygazer, Fang contacts you and sends you to help Pilgrim, who got captured in the Old Village. He gives you the transition there.

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

## Walkthrough

Travel to the Old Village through the new transition. You find yourself trapped in a tunnel together with Pilgrim and another stalker, and immediately hear the radio transmission by Lieutenant Whirlybirdson reporting to his Captain that one more stalker got caught into the trap, and they should dispose of the previous "batch" of stalkers in the meantime.

Talk to Pilgrim. Turns out that the Old Village is a military outpost, and they set up a teleport trap here. These seem to be special forces who periodically exterminate anything that moves in selected parts of the Zone.

Try entering the teleport and get thrown back. After that, a stalker named Kolmogor enters the tunnel and deactivates the teleport. Speak to him. He's asking you to save that group of stalkers that was supposed to be executed, starting Brother for a brother.
Sarcophagus

Containment shelter for the destroyed unit 4 of the Chernobyl NPP. The Wish Granter is located here.

## Transitions

* to Monolith Control Bunker: opens during Secret laboratory
* from and to X-10: Brain Scorcher building plan

## Notes

* Under the reactor you can find a stash with a bunch of artifacts and medicine, a Monolith exosuit, and a battery for it.
* Sarcophagus has an artifact decay restrictor. Refer to Artifact decay for details.

## Interactive map

Sarcophagus is one of the levels that don't have map backgrounds.
Roadside Romantic

A white-coated robber at the controller boat station has a bag of goods belonging to Kalancha's supplier.

## Walkthrough

Three regular bandits in the squad will likely die to the natural spawns at the boat station. The white-coated bandit will be in the shack - take him out and search on the shelf for the 8.5kg bag of goods.

Return the goods to the supplier for some ammunition and some interesting dialogue.
Strelok's PDA

After telling Doctor that you're going to infiltrate the CNPP, he mentions that you have the recipe for the Living Heart written in your PDA before losing your memory. He suggests to look for it at the Sarcophagus.

Some parts of this quest are not tracked in your PDA.

## Walkthrough

After making your way into Sarcophagus, approach the Wish Granter and look for Strelok's note on a concrete slab near it. (it can be hard to see on dynamic lighting; hold F to highlight nearby items). There's also Strelok's teleport to Army Warehouses near it. The note gives the route from CNPP-2 to CNPP-1 and says that Strelok left his PDA to Miner.

Miner agrees to give the info on how to find the PDA, for a  Controller's Scalp. After bringing him the artifact, he gives the hint that the PDA is near the stalker's body and the transition to Labyrinth. This is the contaminated chamber in the Cave, and the PDA can be found there indeed.

After picking Strelok's PDA up, the blowout countdown on CNPP-1 stops, and you can travel there without issues.

In the PDA, you also obtain the transition from Sarcophagus back to CNPP-1. You can activate it by dropping a Goldsifh artifact onto the concrete slab where the note was; the bright teleport should appear nearby. One Goldfish could be found somewhere inside the Sarcophagus, in a breakable wooden crate.

## Notes

* If you combined this quest with Secret laboratory and have a Teleport artifact on you, there's an option to teleport out to speak to Miner and disable the CNPP-1 blowout, leaving the rest of Shadow of Chernobyl finale for later.
* Although the CNPP-1 blowout countdown stops after picking the PDA up, the CNPP-2 ground shakes won't stop until you trigger the spawn of 6 Monolithians at the end of the location, see CNPP-2#First visit for the details.
Robbing bandits

**In the camp:**
Vodka x3
12x70 Birdshot ×20
Anti-personnel mine ×3
STALKER energy drink
First Aid Kit
5.45x39mm ×90
5.45x39mm ×120
VOG-25 charge ×2

Sanya Tyumensky needs supplies for the stalker camp, and sends you as backup for a raid on the bandit base. You should meet with Sanya's people, then they will disable the protective barrier over the bandit camp, and attack the bandits.

## Walkthrough

Go to the location marked in your PDA map to meet Sanya's group. They tell you to go first, as you're a Master and should be more experienced.

This first combat encounter will be difficult without any good artifacts. Try to use the slugs rather than the birdshot, as they will be powerful enough to bodyshot the bandits.

After clearing out the camp, loot the safe. The AN-94 "Assault" is not required to turn in, so it's yours. Jump onto the roof of a building further in to loot the green container in the attic. Another attic will hold a breakable box with the last supplies needed for the quest. Take a look at the interactive map for other lootable stuff you might need.

In order to turn in the quest, you need:

* First aid kit ×10
* AKS-74U ×2
* Vodka ×5
* 5.45x39mm AP ×30
* Canned food ×20.

Return to Sanya and give him the listed items. After that, Perfumer will call you for Unexpected encounter.

## Notes

* In the infobox above, only the loot that isn't needed to be turned in is listed.
* The stalker with a unique model outside the bandit camp, Tyoma the Liquidator, is selling his binoculars for 2564 RU. These might prove useful during your stay and are cheaper than binoculars bought elsewhere so pick them up.
Sub-machine gun for Yurik

Yurik is asking you to find his fancy SMG he lost somewhere at the Dump when fleeing from the bandits with his friend who died in the process.

## Walkthrough

The SMG is located on a dead stalker's body inside the collapsed tunnel in Dump. Upon grabbing it, a mutant spawns on your way out of the tunnel.

## Notes

* Unlike in vanilla, HK MP5A3 "9x18" is actually not entirely unique in OP-2; there's another one in Cap's chain quest you can give to Yurik. However, that gun will be needed for another chain quest (Grey's).
* Nobody makes you give the gun to Yurik immediately, you can keep using it for a while if you like it. This is the most powerful gun in 9x18mm, along with Glock 25, although not the most accurate (that would be APS).

## Bugs

* The body of the stalker can and will rot away in several days, locking you out of the quest, so don't hesitate with it too much.
The "humane" way

A strange Lycan has wounded the false thief in the Central Pripyat stadium. Doctor wants you to find a "humane" way to get rid of this specific mutant.

## Walkthrough

This quest makes absolutely no sense. You're meant to use an embryo monster to kill the mutant instead of simply shooting it and ending its life instantly. A low-tier mutant like a zombie does just fine. Return to Doctor for your reward.
Spider web

Nazar's group has been moving fuel and explosives, but are rushing back to the Shevchenko with chimeras on their tail. After helping them with the chimeras, Nazar has some bad news about the local spider population.

## Walkthrough

Nazar wants us to destroy the clutch of eggs in the Klondike cave with grenades or a flamethrower, and then lay 15 homemade bombs into a rucksack in the main lair under the gas station.

### Klondike cave

The eggs are solid objects that can be destroyed with melee attacks, but there are about a hundred of them so this might not be cost efficient. One tick of un-catalyzed flamethrower damage from the Collector's flamethrower will destroy an egg. Grenades may not be the most efficient, as the eggs will block damage for each other - only a small area around the center of the explosion will be destroyed.

### Cave under the gas station

The rucksack is on top of a rock in the main lair. Spiders will try to cause issues, but there aren't too many of them. Make sure you have a route to get out of the caves memorized, as more will spawn after you place the 15 bombs.

Retreat to the marked spot on the roadside and use the detonator. Talk to Nazar on the top deck of the Shevchenko, and then a message from Lukash will come in about the suitcases you delivered to him in Alone in the dark. Time to see him in Army warehouses.

### Army warehouses

Lukash has some bad news - whatever was in the cases was important enough to be booby-trapped, and the cases blew one of the barracks to hell. The only recognizable remains seemed to be transmitters of some sort.

After this, Vasily sends a message concerning the military attack on the Clear Sky base in the swamps that we fought back in Intruders. The base was located through a hidden GPS transmitter in the Gagarin prototype suit that he repaired for us.

Noah then messages you to return to the Shevchenko in a hurry - the wave is about to start.
The captive of Pripyat

Akim has heard rumors of a woman who never left the Zone, and instead lives a "wild lifestyle" shooting anyone who tries to come close. He advises looking around in residential areas for clues.

## Walkthrough

A quest marker will be shown on your map in Cordon, on the entrance to Darkscape. A single bandit will be there, keeping watch over a small campfire with a pack of Cigarettes Lucky Strike, a Sandwich, and a strange Red Cup.

Pick up the red cup to start Natasha the Woolgatherer.

After Goblin has been killed and Natasha has been spoken to in Jupiter, the quest step will advance and we can bring Akim the news that the woman was in fact real. Akim will chide us for not introducing him to her, but hands over some isomorph ammunition as a reward.

Completing this quest spawns Natasha in the Swamps if your home has been completely filled with items. Speaking to her completes Nostalgia for the past and rolls ingame credits for the true ending while you perform one last task for her. 100 seconds into the credits, the game will run its internal check for the S.T.A.L.K.E.R. achievement.

## Notes

* The original name for this quest ("Припятская пленница") alludes to the 1967 comedy movie *Kidnapping, Caucasian Style*.