recursal/Fanatic-Fandom huggingface dataset:
Get RG-6 from "Freedom"

Voronin wants you to locate and steal a 6G30 from Freedom.

He also tells you that there's a Duty squad led by "Cherep" Col. Cherepanov that disobeyed his order and attacked the Freedom base at Army Warehouses due to his personal grudges; Voronin doesn't care what happens to this squad, as they should have been taught a lesson long ago.

## Walkthrough

Ask Sir Barmaley, the Freedom base guard at the entrance, where you can find Chef. Find him inside one of the barracks at the Freedom base. Trying to talk to him reveals that he's totally incoherent while sober. Bring and drink 3 bottles with him and he will leak the location of the 6G30 to you.

Move to the bloodsucker village, and look for the basement in one of the houses. Beware of a mine under the ladder - you can either jump carefully to avoid it or drop a physical object down the hatch to trigger it. Pick up the grenade launcher and get it to Voronin.

## Notes

* You might want to take some food with you - vodka makes you hungry.
* Wiping out the entire bloodsucker village might also be a good idea, as fighting bloodsuckers and burers while drunk will probably not end well for you. Alternatively, take one Serum.
* For whatever reason the mines cannot be detonated by a grenade, but can still be triggered by dropping a physical object down into the basement.
* A breakable cardboard box next to the rucksack contains a Springboard anomaly capsule.
* Petrenko gives you an even bigger discount after this quest.
* Bulldog is the vanilla S.T.A.L.K.E.R. name for the 6G30 grenade launcher, possibly to avoid trademark issues with gun companies.
Mad dogs

Vityok the Raven needs you to wipe a pack of dogs that regularly attacks stalkers.

## Walkthrough

As you take the quest, run to the western gate of the hangar, there will be a pack of dogs and pseudodogs rushing inside. Their combined telepathic abilities are so strong that your only hope is grenades.

After that, come out in the open field somewhere and wait for the next wave to spawn somewhere around you. The third wave will contain two white pseudodogs, which are your targets.

## Notes

* It's strongly advised to have some grenades in your inventory before starting this quest. One dog is nothing, but a pack will just make you unable to see anything just by focusing you at the same time.
* Dog bodies despawn faster than usual in this quest.
PDA of the Monolith informer

**In the Labyrinth:**
Rucksack
AKS-74 "Improved"
Mateba Model 6 Unica
5.56x45mm SS109 ×30
5.56x45mm AP ×60
.44 Magnum JHP ×40
.44 Magnum JSP ×6

Brother of the Shadow of the Monolith wants you to obtain five PDAs left by his snitch among the infidels, at five different locations.

* At the Bar, on the Arena roof.
* On the roof of the hangar at the Dump.
* In the closet on the third floor of the Agroprom research institute.
* Inside the boiler room at the Ironworks.
* Under the slabs at Hog's base in Dark Valley.

You must not kill anyone during this mission. You can use the Cloaking exoskeleton, but you will lose Brother of the Shadow of the Monolith's respect after doing so.

## Walkthrough

You need to plan the route using whatever transitions and Fast travel options you have. For example, Doctor is not hostile as he's a Trader, and can open the door to Bar for you, if you grabbed extra Strelok's stashes - which is also a very short way to grab the Bar stash because the exit point for the secret tunnel is right next to Arena.

Avoid the Freedom base entirely: being seen by them will wreck your reputation after the quest. Other Freedomers are fine, for example you can run past the Freedom checkpoint at the Radar to escape Central Pripyat.

If you choose not to use the Cloaking exoskeleton, you'll inevitably be shot at, necessitating good bullet protection in artifacts.

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

* 0:54 - Dark Valley
* 3:29 - Ironworks
* 4:58 - Agroprom
* 6:58 - Dump
* 10:15 - Bar

Note that this video shows how to do this without using any teleports. You will save yourself a lot of time using at least the route to the Bar available from the extra Strelok's stashes and a Monolith teleportation device to return to CNPP-2.

Smoke grenades are also excellent to have, since you can throw them at stalkers to make them panic and ignore you for a while without harming them.

Once you have all 5 stashes, return to Brother of the Shadow of the Monolith. He will give you the code to the third door, which is **4241**, saying that your reward is behind that door. He also gives you a useful path from the Labyrinth straight to the Sarcophagus, and mentions "13 guards" and Monolith's stash from the Secret Weapon of the Monolith storyline.

Looks like it's time to return to Labyrinth and open all three doors!

## Notes

* Contrary to what Brother says, using the Cloaking exoskeleton doesn't incur any penalties; you may use it freely during the mission.
Hacking safe

Kuznetsov tells Marked One about a pack of important documents locked behind a safe with an electronic lock that can't be opened using hand tools. The documents were left in the former military base during an emergency evacuation after the second disaster, and the only person who knew the code to the safe was a certain military captain who died during the evacuation. Word is he carried a flash drive with the safe code on him at all times, but upon searching his body the flash drive was not found. HQ says he must have kept it inside his office in the main building of the compound. It is for Marked One to now find it.

## Hacking safe

### Reward

9x21 SP-11 (7N28) ×20
9x21 SP-10 (7N29) ×20
Baileys liquor
Kriss Super .40 S&W

## Walkthrough

Arriving into the former military base, now held by Freedom, go into the room where Lukash is standing. In it is a piano, and inside one of the keys you can find the flash drive the major told you about. Take it and go to the room adjacent to it, where you'll find the safe. The code is 433645466. Open the safe, take its contents, and head back to the major.

## Notes

* The liquor you obtain in the safe is needed for "Baileys".
Jupiter

## Transitions

* from Eastern Pripyat: for Dimak's PDA
* to Eastern Pripyat: for Collective trip
* to Pripyat-1 Underpass: for Laptop for Aaz
* to Zaton: for Crumb the deal
* from Zaton: for Vengeance
* to and from Kurchatov-37: for "Kurchatov trap"
* to and from Scientific Station: for Vernitsky's report
* to and from X-17: for The Mad Doctor

## Out-of-bounds exits

* The roof of the building on the west side of the container complex can be jumped on, and you can reach out of bounds by dropping down.

## Notes

* Your first trip to Jupiter will likely be extremely lucrative.
	+ It is your first opportunity to pick up the bonus stash from Find out what happened to the Alexandrych's squad containing a KS-23M "Drozd" and "KORD" Machinegun, but be prepared to fend off the mutant waves defending it.
	+ You can also pick up the unique USAS-12 "Shaitan" in the tent stash, and the Barrett M95 "Whisper" and Seraph stash from the digger. These will be useful for Black Doctor Exoskeleton quests if you're willing to use the ammunition.
* The only friendly NPC on the map will be Aaz until Crumb the deal and Collective trip are completed. After this, a few named NPCs will move to Yanov:
	+ Hawaiian, a second-rate merchant with bad buying and selling prices.
		- He sells the rarer underbarrel grenades, high-powered rifle silencers, and a spare Zastava M76 if you need one.
		- Hawaiian will disappear after a certain point in the game.
	+ Nitrogen, who takes certain broken guns in cyclics.
	+ Lefty and Cardan, who are both inconsequential NPCs.
PSI Factor

While he works on the broken PDA, Sakharov wants us to do a little research on psy-dogs. Our job is to harness a special collar to a certain psy-dog in Radar's Rusty Forest, shoot fifty of its phantoms, kill the subject, and claim the device with the readings.

## Walkthrough

Rusty Forest is always infested with mutants that will give you a hard time. The special psy-dog for the quest can easily be killed by a burer, rendering the quest uncompleteable. For this reason, your highest priority should be to destroy any other mutants in the area to ensure nothing harms the psy-dog.

Alternatively, you can completely clear out the forest before taking the quest. No additional mutants are spawned after accepting, so you'll be free to deal with just the psy-dog.

The special dog itself resides in the large pack of dogs in the southeastern clearing. It has the same coloration as Buddy, Doctor's dog, so you'll know it when you see it. You'll need to approach the dog and interact with it to place the collar. Back off to the edge of its aggro range - you'll know this when you get the colors back on your screen - and wait for its phantoms to start filing towards you. After shooting 50, you'll receive a notification that the data recording is complete. Kill the dog, take the device off its corpse, and return to Sakharov for the decoded and repaired PDA.

## Notes

* A Cloaking exoskeleton or a silent suit may make it easier to approach and interact with the psy-dog.
* If you have a functional Bioradar, you'll always know which dog is the real one as it'll be the only one with a bip on the radar. This makes all parts of the quest significantly easier.
	+ It has the same color blip as a normal pseudodog rather than the faded brown blip of a psy-dog.
Gauss pistol prototype

Duty have found that someone hid a Gauss pistol prototype in the power substation of the factory in Dark Valley, and installed a teleport protecting it, powered by some kind of anomalies. Petrenko wants Marked One to destroy the anomalies and get the prototype.

## Walkthrough

8 anomalies powering the teleport are hidden throughout the factory. Find them, destroy them, and enter the power substation to grab the prototype.

The locations of all anomalies and the prototype are shown on the video.

## Notes

* You will get your very own Gauss Pistol much later on during the Article No.58 questline.
* The kind of anomalies you need to destroy in this quest are destroyed through direct damage (I.E bullets or explosions) and not via dropping artifacts into them like other anomalies.
Motion Detector

It's time to install the motion detector given by Sakharov in Zaton. It will need to be elevated in order to detect as many mutants as possible.

## Walkthrough

The detector needs to be installed on the northern crane, and the exact spot is marked on your map. There's no need to go all the way up to the top, just go to the pictured spot and interact with the glowing placeholder to close the quest.

After installation, Kruglov warns you of pseudogiants and venoms in the area. Three pseudogiants will be to the north, and three venoms will be to the south where the controllers usually hang out.
Observation point

After finding him in CNPP-2, Fang reveals intel that Stargazer will be coming through a secret transition. He wants you to head to investigate the transition, and gives you the map of CNPP-2 with the mark on it.

**To save time, complete Klyonov's artifacts before this mission, and bring the Modified Poltergeist's Heart and Water Bloom with you.**

## Walkthrough

Look at the map Fang gave you (activate it by double-clicking). Head to the location marked in blue, taking out the wildlife along the way.

As soon as you get there, seven Monolith troopers will attack from several directions, including two white-suited Monolith directly behind you, and two Monolith troopers on the high ground ahead. A helicopter will fly past you towards the center of the location.

Fang will message you, urging you to return back to him, as Skygazer is probably in the helicopter. He wants to grab the BTR nearby to use it against the landing heli. This triggers Help to Fang.
Sniper's duel

Forester has found a part of the camera isomorph and strange schematics on a dead Last Day stalker in the forest. He'll give it to you if you take care of a slippery sniper that has claimed the lives of many stalkers in the Red Forest.

**Make sure you bring the isomorph camera and lens you obtained in the previous missions.**

## Walkthrough

Head to the roof of the mineshaft building. Get out your BPOs Binoculars or a rifle with computerized targeting (it will help, but is not required). Your job is to wait for a sniper in a ghillie suit appear in the southwest corner of the area, and kill him before he kills anyone else.

Return to Forester. Near him, you'll find the isomorph in the form of a Desert Eagle pistol, pick it up.

Talk to Forester and give him three isomorphs you've collected - camera, lens, and the Desert Eagle. He'll put together the Photo-Gun from all three parts, saying that this weird device can be used both as a gun and a camera using some kind of special film.

He also tells you about the existence of two teleports, in the Sarcophagus and in Limansk. His apprentice managed to find one of them. Both seem to lead into the Dead City - a location from which nobody has ever returned. Some strange radio transmissions can be picked up from there.

Additionally, he tells you about the corpse of a Last Day stalker he found near the Hunter camp. This may be of interest, though the area is guarded by a mutant.

## After the quest

Head to the Devilish encampment anomaly to find the Last Day stalker's corpse in the central pit. Next to him will be a Ghostly chimera. Take it out and grab the Isomorph crystal next to the body.

**After picking the Isomorph crystal up, any 12x76 Slug ammo you have in your inventory will be converted into 12x76 Isomorph. This is only done once in the entire game, so you can hoard as many slugs as you can and exploit this event, if you want.** Isomorph rounds are much more powerful and expensive, but also really inaccurate. Kalmyk requires 300 of these for his chain.

Another Ghostly chimera and an Albino chimera will spawn.

Loot the body, which will have a note with the Last Day group's immediate plans on it. The sniper was meant as a distraction so that they could steal part of the camera from Forester, and then contact one of the scientists in Warlab. A transition to there is apparently near a broken tank in the area, in one of the caves.

Find the cave to the north of the broken tank. As you enter it, the transition to Warlab unlocks, and a pack of dogs and two ratwolves spawns in the cave. Take them out and head into the tunnel, but be careful of the two disarmable mines in the tunnel.

After entering Warlab, talk to Klyonov for a new task, Picture for Klyonov.

## Notes

* If the quest is taken at nighttime, the sniper will spawn with his headlight toggled on, making him much easier to spot.
* The sniper is wearing a ghille suit similar to the Blackwater mercenary snipers.
* The conversion process will round up to give you an even 10 rounds. If you have 57 slugs in your backpack they will convert into 60 Isomorphs.
Journalistic investigation

A journalist taken hostage in Zaton may hold key clues in our investigation of Elsa's disappearance.

## Walkthrough

Head to the workshops in the south section of Zaton. In addition to the local bandit spawn, five Last Day soldiers and four armored Last Day exoskeleton wearers will be standing guard over the journalist. Take them out and enter the workshops, which will mark the quest as complete.

Speak to the journalist at the back of the workshops. He's a freelance photojournalist doing a story for the Kiev newspaper "Beyond Understanding." He managed to take a single picture in Eastern Pripyat which he hands to you, starting Hand over the foreign currency. He also saw Elsa being led away to Jupiter.

Strelok directs the journalist to run to the Shevchenko where Buusty will lead him to a safe exit point.

## Notes

* Accepting this quest appears to spawn a Plant isomorph and Plasticine isomorph in Zaton, as well as a Globe isomorph in Jupiter.
* The Gauss testing lab is occupied by five exoskeleton-wearing Last Day soldiers, but there is a teleport on the door that prevents entry. The local zombified stalker spawns are suppressed as well.
Low-key hunting

Zakhar is looking for the close-up photos of common Zone mutants in natural surroundings. You have to sneak up to mutants and make photos from 1 to 3m distance, without zoom. Mutants must not be aggravated.

## Walkthrough

This quest will be **much** easier to complete if you do two things:

* Let Lanky upgrade your camera for 50000RU, because it can be hard to determine whether the mutant is in focus.
* Wear Hunting Trenchcoat (can be bought from Sidorovich for 15000-20000RU, doesn't appear in stock every day though). It makes you run and even sprint silently, making sneaking up to mutants almost trivial. Keep in mind that you still make sound moving through bushes and other foliage.

You can make photos of any variety of the required mutant, e.g. dogs can be white, or brown, or ghostly, it doesn't matter.

The hardest ones will be Controller (you'll probably have to cook a couple Symbions for this) and Burer (as it can sense you telepathically without hearing any sound). You might want to kill all other mutants around the target, then wait for it to calm down.

Here's a video with an example of making a photo of a Burer without either upgrading the camera or using a silent suit:

## Notes

* Oddly enough, aggroed mutants still seem to be valid targets for the quest as long as you're standing still at the correct distance behind them.
* Like all AEK rifles, AEK-972 is a great assault rifle with essentially zero recoil.
PTRD

A WW2 Soviet relic that is the ultimate menace towards armored vehicles.

## Location

Located in a stash during the Rubick's cube quest at the Dark Valley.

## Notes

* PTRD can be upgraded by Lanky for weight.
* This gun doesn't have a scope but you don't need one - just aim at the target with your sniper rifle or binoculars, then quickly switch to PTRD and shoot.
* Unlike RPG-7's or RPO-A projectiles or 40mm grenades, the PTRD's bullet doesn't get stopped by foliage, making it is a far superior alternative.
* The PTRD has significant knockback, expect mutants and stalkers to go flying when you kill them.
* Despite the pitful damage value of 15 (for instance, the Barrett M95 has a damage value of 25.2), the PTRD has excellent explosive damage, which shreds armored vehicles like helicopters and APCs. It also blows turrets up in one shot.
* Both the lightweight and regular PTRD and the Fenrir's Cheytac M200 are the only weapons to be banned at Compatriot's Air Alert mission.
Meet Skygazer

Fang says that Skygazer contacted him and asked for the location of Marked One. He seems to be in Cordon, in the Rookie village.

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

## Walkthrough

Head over to Cordon, into the Rookie village. Speak to Skygazer and give him the gimped copy of Fang's map. He admits that he's also looking for the missing girl separately from Fang. Skygazer also wants Marked One to eliminate Panther, who's looking for the girl as well. Marked One conveniently avoids this topic.

After speaking with him, Fang will contact you again and ask you to help Pilgrim, who's been trapped in Old Village.
Mystery of the islands/Red Forest

## Walkthrough

The island at Red Forest is located over the Devilish encampment anomaly. Here's the full route:

Don't forget to pick the decoder up.

### Bonus stash

After grabbing the decoder, the note with the location of the bonus stash will be added to your PDA: "in the restroom in the Red Forest". The route is shown at **5:38** on the video above.

**Reward: Teleport to the Pripyat-1 Underpass.**
Illusion

In order to gain assistance from Duty for the Bandit ambush on the Dump, Prapor asks you to handle a unique electro-burer in the vehicle scrapyard.

## Illusion

### Reward

Bren Ten
10mm Auto JHP ×20
10mm Auto FMJ ×20

## Walkthrough

After **12:00AM**, walk into the scrapyard in the southwest section of the Dump. It will trigger the player's monologue and the spawn of the invisible phantoms.

Each "phantom" is actually a crawling poltergeist with projectile attacks, the major caveat being that they are invisible to the naked eye. BPOs binoculars or other computerized riflescopes will pick up their position, and they spawn one at a time. The "phantoms" do the typical resting animation after firing off an attack, making this a good time to hit them.

After taking out three of them, the electro-burer will spawn.

Return to Prapor for an additional reward as well as a promise to deploy Duty machinegunners at the hangar.

## Notes

* Typhoon's targeting rangefinder has no problem finding invisible enemies. You can set it down outside, bait the enemies forward, and hide inside of a bus. It will take care of the entire quest.
* The invisible poltergeists aren't entirely invisible - you can see a slight shimmering and warping around their location. This makes the quest easier if you only have BPOs binoculars and no computerized rifle sight.
Gunsmith's "gift"

Dimak sold you the location of the blueprints for a unique Steyr AUG modification. The tip is "in the concrete observation tower at the crane port, in Zaton."

## Walkthrough

### The gift

Head to the docking cranes. You will come across a German mercenary squad of 6 along with a turret mounted on one of the shipping containers, on top of the normal spawn of 5 controllers. The stash with the blueprints will be inside one of the concrete structures east of the cranes.

After picking it up, the rucksack will explode after five seconds, so leave the place immediately. Three more mercenaries will be shooting at you from the old barge aka Noah's Ark. Since they have a huge terrain disadvantage it should be easy to get rid of them.

### Base weapon

The Steyr AUG blueprints are an upgrade to the Calter VMK. This gun is found in a stash behind a coach inside the apartment room in Eastern Pripyat, accessible by climbing the Vine anomaly.

## Notes

* Calter's VMK "+" craftable from this blueprint is one of the best weapons in 5.56x45mm.
Listening surveillance

The tip-off from Sullen about the meetup in Undiscovered Land near the Army Warehouses transition is our next lead to finding a way into Dead City.

**A Cloaking exoskeleton will be necessary to remain undetected for the duration of the meeting.**

## Walkthrough

Immediately upon entering the Undiscovered Land from Army Warehouses, you'll see a large rock to the right of the road.

Put your cloaking exo on and stand on top of this rock. Strelok should say aloud that it's exactly this place Sullen told him about.

After half a minute, Maximilian and a Last Day stalker named Vicious will spawn. Turn your cloaking suit on to not alert them. Listen to their dialogue. Maximilian fled the Generators after the Last Day infiltrator group nearly killed him and Ghost. He tells Vicious about an powerful isomorph he located in X-16, which can't be reached due to a teleport blocking the access to it; only Sakharov knows how to remove it. Vicious replies that he has leverage over Sakharov; once he leaves, he will message Maximilian with the information about the stash containing something that will make Sakharov disable the teleport.

Wait for Vicious to leave the area, and de-cloak yourself. Confront Maximilian. He'll send you the location of the stash; it's in the Agroprom, on a tree in the perimeter of the military base. He promises to stay low while Marked One claims the isomorph.

## Notes

* Your battery should be sufficient for the whole conversation at around 50-60%.
Old Student's stash

Anna gives you the stash outside of the Cordon boundaries, near Akim's checkpoint.

## Walkthrough

The location of the stash is shown below.

There are actually multiple OOB exits in Cordon, you can use any of them.

* With the Gravigun as per the video above.
* Precise jump from the top of the tree near the northern checkpoint, demonstrated in the video on this page.
* Jump from the tree near Sid's bunker; this exit is used in Fenrir's PDA.
* Probably a bunch of others.
OP-2.2 transitions

In OP-2.2, most routes between locations are obtained during certain quests, or sometimes bought for money. Some transitions will be temporarily disabled during certain quests (e.g. route from Dark Valley to Dump during Get out of Dark Valley).

Here's the list of transitions and how to obtain them. (articles and interactive maps for each location have these as well).
Hunting for controllers

After killing all controllers at Radar and shedding some light onto the story of their appearance, you come to Yantar to kill the rest.

## Walkthrough

There are 5 controllers total.

On one of them, you can find a voice recording device. By examining it, you can discover that the head of the lab performed a test of an unknown substance on his unsuspecting subordinates, disguising it as a "vaccine", and they turned into controllers as a result.

After killing all of them, Crazy doctor is triggered.

## Notes

* Just like the previous one, this quest assumes you already know the transition from Radar to Yantar, obtained for Attache case from the security checkpoint. It's not a requirement, but will make the quest seem more logical.

## Bugs

* Some controllers can disappear under the level geometry and appear later.
Mystery of the islands/Jupiter

## Walkthrough

The islands in Jupiter are located over the quarry. Here's a video with the full route:

Start with the giant excavator in the quarry, and jump to the first island. Then make your way to the last island and enter the invisible teleport there, launching the teleport sequence.

### Teleport sequence

After that, you will be teleported onto the transmission tower near the final island. Jump to it. **Don't forget to grab the decoder.**

### Bonus stash

After grabbing the decoder, a tip on the bonus stash appears in your inventory. The hint is "near transport gateway of the Jupiter plant". You can follow this video:

or the pictures below.

**Reward: Teleport to the Cave.**

After grabbing the contents, a dozen running controllers, burers, and poltergeists spawn around.
Helicopter crash

Hog agrees to give you keys to the X-18 lab, but in return he wants you to investigate the helicopter that crashed in Dark Valley not long ago, and bring him everything you can find there.

## Walkthrough

The downed helicopter can be found near the eastern edge of the location. You need to bring a container and documents from the bodies of scientists near it. Four chimeras will be roaming around the area.

## Notes

* Despite the quest dialogue mentioning the extermination of the chimeras, this is not actually required.

## Bugs

* Scientists' bodies can despawn or rot away into zombies if left for more than several days, softlocking the quest.
Meet Guide

In your vision in X-16 you recalled Guide who knows every route in the Zone.

## Walkthrough

Guide can be located in Cordon, in the ruined house. He agrees to help you find Doctor, but first you have to get his map from the Tricky stash back. You can refuse the quest, skipping it entirely and losing the rewards, and he will still give you the info.

## Bugs

* Guide might not spawn if you haven't fully listened for the audio note on Ghost's PDA you picked up in X-16.
Help to Fang

Fang appears to be attempting a suicide run on Stargazer's refueling helicopter.

## Walkthrough

Run back to Fang and watch the fireworks. In the following message exchange, it becomes clear that Panther went to the Hospital to confront Black Doctor.

Read through the story dialogue and check the notes in your PDA for what the Black Doctor will need at the Hospital: Modified Poltergeist's Heart and Water Bloom.

## Notes

* The quickest way to get to the Hospital from CNPP-2 without an expensive teleport is to go through the final level teleport to Central Pripyat and passing through Old Village.
Hopeless situation

Captain Savitsky, the leader of the defeated Duty squad, needs supplies to bring his men back up to fighting shape before he can help Marked One and Hiko in the assault.

## Walkthrough

Here's the list of supplies Savitsky needs:

* 9x39mm PAB-9 ×480
* VOG-25 charge ×20
* Bread ×20
* Canned food ×20
* Sausage ×20
* Flask ×20
* Body armor repair kit ×10
* Weapon repair kit ×10

Savitsky tells you to have some rest. You may of may not want to do it, but you can only turn the supplies in after 2 ingame hours after accepting the quest.

After handing them in, he promises to assist in the assault on your signal.

Savitsky also warns you of a church south of the base that the mercenaries use as a staging point; clearing this out before the assault will be vital to prevent being flanked. The church is outside the force field surrounding the base, and is extensively mined, so try to assault from the outside instead of rushing in. Eight mercenaries will be guarding it. There isn't much to see on the inside, just some canned food on the shelves.

## Notes

* If you're low, PAB-9 ammunition is easy to obtain in the swamps from either Suslov/Kalancha's shop or Kholod's mushroom exchange.
* Assaulting the church at night with Upgraded NVD toggled on allows you to clearly see the mines. You can also trigger mines safely by running over them with the upgraded Modified Nanosuit.
Medicines for the Gynecologist

Shura the Gynecologist is asking you to find some medicines for the Infirmary; but strongly discourages you from killing anyone for them. You have to talk to Cyclop, he knows where to get them.

## Walkthrough

### Cyclop

Talk to Cyclop. You can listen to his story and drink with him, or refuse to do it, it doesn't affect anything. Ask him about the medicines, and he will answer with a riddle:

>
> *There are two observation decks*
>
> *Soldiers - fighting each other*
>
> *They drink Vodka and smoke to much*
>
> *Guarding the entrance to the Zone*
>
> *You'll find what you're looking for there*
>
> *Take your goods.*
>
> *Search this place, stalker.*
>
>
>
>
>

Cyclop will also say that you have to steal the medicines without raising the alarm, otherwise you won't get the additional reward.

### The medicines

Cyclop's riddle is about Cordon's military checkpoint. Head over there to steal the medicine. It's located in a chest inside the commander tower.

Despite Cyclop's warning, you don't have to do this stealthily. You must not kill or even harm anyone at the checkpoint, otherwise you'll fail the task. The easiest way to do this is to use the Cloaking exoskeleton, but nothing stops you from just rushing in and grabbing the chest contents, if you feel particularly bulletproof today. If some of the soldiers manage to kill each other accidentally, it's not your doing so it's fine for Shura.

After obtaining the medicine, return to Shura. He will thank you, and tell you that Zhora the Anomaly is close to opening the safe, leading to Batteries.

## Notes

* If you want to hear Cyclop's story when you first speak to him, don't pretend to be eager to hear it at first - he will not believe you and will clam up instead.
Second part of the recipe

Klyonov says that he participated in the creation of the Prophet's Star artifact. He can recreate it, but the recipe contains three parts, and you only has the first one. Another scientist from the former Klyonov's team knows another one, and the last one is located at Klyonov's room in hotel Polissya in Central Pripyat at one of the lower floors; you have to find his PDA there.

## Walkthrough

The path to Klyonov's room is shown on the video below.

Take the PDA and bring it to Proper70 in Jupiter. This starts Components search: Part 2.
Looking for Fenrir

Resident Evil told you that Fenrir is looking for you at his sniper nest at CNPP-2. You have to climb the gantry crane.

## Walkthrough

The gantry crane is located in the eastern part of the CNPP-2.

You have to jump between the crane supports and press W to slide upwards without jumping. Look for the rucksack on the cabin.

After you grab the stash, Fenrir appears on the building to southeast and starts shooting at you. Kill him. On his body, you can find the voice recorder with a note to you. Turns out that Fenrir didn't want to die slowly from his wounds he got in Cordon, and wanted you to kill him instead. There's a stash for you at Limansk *(this starts Fenrir's stash)*. You should also visit Resident Evil, he has something to give you.
Nimble: Find Mail jacket

One-time task disguised as a cyclic.

## Walkthrough

Unlike in vanilla or the previous OP versions, in OP-2.2 the jacket spawns randomly in one of the pre-determined locations.

## Notes

* This quest can be combined with Collector's tutorial stash, Cordon as one potential location requires vodka to walk on the bridge.
* The box is generated on the new game start; you can find it even without the quest.
* One of the locations is too close to the military checkpoint; if it happened to spawn there for you, you might want to delay the quest until you have better guns. Refer to the Cordon#Military checkpoint as to why. Just don't break the box until you're ready to attack the checkpoint; the jacket shouldn't despawn, but it might get snatched by some NPC while offline.
Heavenly Office

Equipped with information on Recluse's dealings, we should return to Sviblov with the materials.

## Walkthrough

Sviblov is somewhat dismissive and evasive. He takes the laptop and tells us that our next task will involve searching for a recipe - an artifact may be able to prevent zombification from the Brotherhood injections. Both this quest and The Recluse's Mystery are marked as complete.

Sviblov tells us to find a stalker named Swan in Limansk, who could have information on the recipe. He also warns us not to try and cook the artifact on our own. Herald from the Darkness opens.

Four bandits will attack the Clear Sky base from the west side, while 14 bandits and 10 white coats will have taken over the boat station and the surrounding areas around Kalmyk's hut.
Making the liniment

To make the cure for Ariadne's father, Kalmyk needs several components:

* Red Burer Hand,
* Red Bloodsucker Tentacles,
* Red Controller Brain,
* D-Panthenol, a regenerative drug.

Kalmyk directs you to Dimak, a merchant in Eastern Pripyat, and gives you the route to that location.

## Walkthrough

### Preparation

After departing to Eastern Pripyat, you'll be there for quite a while. You can either prepare with more supplies than usual, or teleport out to resupply when needed.

To reduce the density of enemies in the following quests, you may want to stop by each of the quest areas before speaking to Dimak to eliminate their natural spawns. This includes the Yubileniy service center, river port, and maybe the "Prometheus" cinema if you plan to attack the river port from the north side. The hospital will already be populated by its quest spawns, and can be assaulted whenever you wish.

### Dimak

Travel to Eastern Pripyat, head over to the laundromat, and find Dimak on the first floor. Talk to him and ask about the way out of the location.

Dimak will need his notebook to recall the exact route, leading to Dimak's notebook.

### D-Panthenol

After completing Dimak's notebook, D-Panthenol will spawn inside the hospital. If you haven't already swept the area, 27 Monolith tanks will be waiting for you. You can bait large squads to exit the hospital and fight on more advantageous terrain, but the remnants will sit on the hospital grounds and will need to be wiped out.

The D-Panthenol pills can be found in one of the breakable containers in the hospital. There are more than 50 potential spawn spots for these containers - at the shelves, on the floor, under the staircases, and many others.

The containers will also have a large amount of medical supplies including first aid kits, Serum, and Antizombine, so it is well worth looking through the entire hospital even if you find the pills early.

### Red controller brain

Upon finishing Dimak's notebook, Dimak promises you information on a red controller brain. Speak to him again, and he will agree to give you the brain in return for a TV in TV for Dimak.

After completing TV for Dimak, you can obtain the brain in X-8 Laboratory.

### Red tentacles and burer's hand

These parts are regular drops from Inferno bloodsuckers, small bloodsuckers, and electro-burers. You likely already have them.

### Back to Kalmyk

Once you obtain all ingredients, return to Kalmyk. He will accept the ingredients and begin work on the cure. However, he has bad news: Ariadne's been abducted by some huge guys in strange exoskeletons that seemed to be Monolithians. Ariadne's father told Kalmyk that these are the same Monolithians who forced him to work on exoskeletons. Their base is in Jupiter, but only Dimak knows the way to the territory.
Maria's boyfriend

A woman in the Cordon loner village, Maria, is looking for her boyfriend Slavik the Bullfinch.

*Parts of this quest are unmarked.*

## Walkthrough

### Cordon

Talk to Devotee. He advises you to ask Akim if he's seen this stalker passing through the area.

Speak to Akim. He points you towards the Cordon's ATP where the bandits usually hang out. Head over there and find the corpse of a stalker named Nil in the attic of one building, with Bullfinch's PDA on him.

### ATP

The PDA mentions both CNPP and the ATP. Head over to ATP and see Kalinin, who has more information. Slavik passed through the camp and convinced two of the local stalkers to come with him on a raid to CNPP-2. Kalinin expects the worst, and tells you to bring a long-range sniper with computerized optics with you to save his men.

**Make sure you are prepared with a highly precise long range rifle, preferably a Gauss, with zoomable computerized optics and enough ammunition to kill about 75 targets with average armor.**

### CNPP-2

Travel to CNPP-2 using any available transitions. As you enter the location, Kalinin messages you and tells that Slavik the Bullfinch is probably captured by the monolithians, and you should at least climb to the CNPP roof and take a look around.

Before doing that, make sure to wipe out any possible controllers and poltergeists from the area around sarcophagus. Then climb to the roof under the chimney, and reach the spot pictured below.

**Immediately after this, back away from the edge of the rooftop and hide from view.**

The game will stutter and spawn in the targets for the next quest, Liberation of the Slavik the Bullfinch's squad.

Complete that quest and save Slavik. Be also sure to search for bonus stashes described in that article.

### Cordon

Return to the loner village in Cordon to speak with Maria and close the quest. Talk to Slavik before you go, to receive his gun.

## Notes

* Slavik the Bullfinch on Cordon has another sawn-off Benelli M3 in his hands. It's unclear if it's possible to make him switch to another gun and buy it out.
Machine gun for Sviblov

Sviblov wants you to steal a machinegun from the bandits occupying the machine yard.

## Walkthrough

Talk to Koshchei, a Clear Sky member waiting for you to the south of the machine yard. He will be marked on your map. He will refuse to go with you, saying that two people are much more likely to be noticed.

Your job is to steal the PKM from a backpack inside the main building, on the east side. The easiest way is to climb to the roof and drop down to the stash. You have to do it without any of the bandits noticing you. You can fire some shots into the air to make some noise in another spot and attract bandits towards the wrong location.

After picking up the stash, you can safely kill all bandits.

## Notes

* The only condition for this quest is that the bandits don't see you before stealing the machinegun. You can shoot them or throw a grenade through the roof before entering, and you won't fail the quest as long as there's nobody to see you.
* Koshchei isn't needed after talking to him. No need to protect him.
* One of the ZIL-130s in the machine yard is drivable. If you want to use it later, avoid firing towards it to not blow it up.
* The PKM in this quest is unique; Sviblov won't accept any other PKM. You can unload it and keep the ammo, though.
Kill the sniper on the tower

Cherep, the rogue Duty commander Voronin warned you about in Get RG-6 from "Freedom", wants you to get rid of a Freedom sniper.

## Walkthrough

Once you enter the Army Warehouses the first time, you'll be greeted by a scene of a Freedom patrol getting ambushed and killed by a Duty squad. You can talk to one of them; you will be asked to be discrete about what you've seen. If you disagree, Dutiers will attack you immediately. If you agree, you'll be directed to the abandoned farmstead nearby, where Cherep's group gathered to assault the Freedom base.

Cherep will ask you to kill the Freedom sniper who is watching them from the nearest watchtower, before they attack the base. You can agree and do this; after turning the quest in to Cherep, Freedom will become hostile to you. Cherep will task you with eliminating Freedom snipers.

Alternatively, after accepting the quest you can inform Lukash, Freedom leader, about Cherep's plans.

## Notes

* OP-2 is **huge**, and unlike in vanilla SoC where you can just ignore everyone and rush certain plot milestones, a great portion of the game revolves around Freedom. Not informing Lukash during this quest and making Freedom hostile essentially means breaking most of your game, unless you bribe them through Sidorovich later.
* Since Cherep is a traitor to Duty, you can just murder him and his group in cold blood on the spot, without any reputation drop or repercussions from Duty. Moreover, *Cherep himself* won't bat an eye if you kill his group directly; you'll still be able to get this quest from him.
* If Lukash has been informed, this quest will end later without failing, so it won't affect your S.T.A.L.K.E.R. achievement.
* You don't have to take this quest to warn Lukash, neither do any of the Dutiers need staying alive.
Radar

Former early warning radar, now repurposed into the Brain Scorcher by the Monolith.

## Transitions

* from Army Warehouses: given in Shut down the Brain Scorcher.
* to Army Warehouses: buy from Informant for 150,000RU
* to and from Yantar: found under the underground corridor at Radar
* to Dark Valley: in a document inside a KUNG at the tunnel, available at any time.
* to and from Warlab: accept Territory exploration

## Out-of-bounds exits

* The bunker containing the entrance to Warlab can be climbed at any time to exit the area boundaries. It's a decent area to place stashes or snipe targets in the forest, and a few quests even take place there.
* A tree by the downed helicopter at the bus station can be climbed, allowing you to hop over the area boundaries.
* The gate near the Yantar transition can be climbed over using the nearby tree, see the video below (timecode 0:43):

## Notes

* Radar has an artifact decay restrictor. Refer to Artifact decay for details.
Make radiation measurements

*(the transitional task "Assistant" is also here, for convenience)*

After his experience at Wild Territory, Kruglov refuses to make radiation measurements in the dangerous area, despite Sakharov begging him to do it. Sakharov wants you to assist him.

## Walkthrough

Talk to Kruglov to let him know you'll assist him.

Make your way through the tunnel under the road, wiping the zombies around so Kruglov doesn't have any issues. After he reaches the bus on the road, a sudden blowout happens, and Marked One loses consciousness, leading to another vision.

Wake up after the vision, talk to Kruglov and help him out. Make your way back to the bunker in the same manner. Watch Kruglov reporting to Sakharov. Wait for Sakharov to make some calculations, and speak to him to end the quest and receive the Adjusted psi-helmet that will protect you from the psi field around the Yantar factory.

## Notes

Adjusted psi-helmet is a quest item and can't be dropped from the inventory.

## Bugs

* The dialog cutscene in the bunker might get stuck sometimes, with Kruglov and Sakharov just standing there and not talking. Save and load the game if this happens to you.
Minefield

Deacon tells you that the military who had the map died to a librarian, but it wasn't the only librarian in the Swamps; Deacon wants to kill them all by setting up a minefield. You have two options: buy the mines from Sidorovich and/or recover another minefield at the Swamps.

## Walkthrough

### Buying the mines from Sidorovich

Go talk to Sidorovich (if you already collected 20 mines from the minefield, he won't talk and you will skip this step completely).

He doesn't have the mines, but knows where you can get them, leading to Vespiary. Complete it and obtain the mines in the process.

### Recovering the mines from another minefield

The minefield is located near the hole in the fence, at the northwest of the Swamps.

You can walk or crawl across it while holding F to show mines and pick them up. The trick is to only walk forward and never strafe sideways, or you might blow yourself up. There are 25 mines total.

### Deacon

Report to Deacon. If you got 20 mines, he will give you 20 extra. If you got 40 mines by completing Sidorovich's quest then clearing the minefield, he will give you some extra ammo (Cylinder with flame fuel ×50 and Electrica grenade ×2).

This continues into Hunting for monsters.

## Notes

* If you accepted Rabbitfoots but didn't found Polecat yet, you will trigger his appearance while clearing the minefield, likely blowing up yourself. It's better not to stack both quests.
Information about Lyudmila's husband

Ludmila on Skadovsk is looking for her husband who went missing at CNPP-2, on one of the roofs, and asks you to investigate his disappearance.

## Walkthrough

Head over to CNPP-2 and find her husband's body. It's located on the roof directly above the exit from Monolith Control Bunker; the flies around the body can be heard from afar. The route there is shown on the video below (timecode **1:34**):

On his body, you find the Bioradar assembly instructions. find On his PDA, you also find The third part of the recipe for Prophet's Star.

Report to Ludmila. She gives you her stash as a reward.
Notebook

One of Arkhara's men went to Ironworks recently and didn't come back. The location is known to be under mercs' control, so he's assumed to be dead, but he had a notebook with valuable records with him, and Arkhara wants you to get it back.

## Walkthrough

The notebook can be found at the southeast checkpoint, in the building on the second floor, on a desk. Watch out for the turret on top of the red brick building next to it. There's a squad of mercs on the checkpoint, one of them is carrying a M60.

Kill them all and bring the notebook to Arkhara.