recursal/Fanatic-Fandom huggingface dataset:
Damage area

On the way out:
Cave crawler x5

A cave crawler infestation has made the northwestern mines in the Red Forest incredibly dangerous. An expedition to collapse the mines with explosives was met with failure, and Forester wants us to salvage the operation.

## Walkthrough

There will be 16 cave crawlers living in the mines along with the regular spawns. Beware the natural spawn of a plague/mosquito zombie in the entrance of the cave, along with a giant mutant bear, mutant bear pack, and spider swarm near the back of the mine. Clear out all of these along with the cave crawlers and search the cave system in the back of the mine for the body with the detonator.

As you leave the mine, five more cave crawlers will attempt to give you a hard time. As you exit the mine, the explosives will go off early and damage you. Return to Forester for your reward.

## Notes

* It does not appear to be a requirement to fully clear out the cave crawlers, but getting to the body in the cave system could be difficult without taking care of a few.
* A crowbar will do well against most mutants in close range. Keep a shotgun on hand for the mosquito/plague zombie and the giant mutant bear.
* Some rupture and explosive resistance will be useful for this quest.
Exploiting the Cave Dream

Normally, everything in the Cave dream disappears after waking up. The quest happens in the real Cave, but stashing your stuff to come for it after the dream and have a huge boost in the early game is not possible, because all containers and mutants are deleted upon waking up. However, it's possible to save the gear by getting to the Cave before triggering the dream. Here's the exact sequence:

* At the beginning of the game, start the Serviceman's PDA normally while passing the road bridge. You need the VSSK "Vykhlop" from the sniper. PM ammo can be obtained in a breakable box under the bridge.
* Go to the Rookie village. Speak to Doctor in the basement, and get the vial from him. **Do not** drink it.
* Break into Sid's room by tossing your VSSK or a barrel into the door hinge. (demonstration below)
* Play the game normally until you reach the Bar.
* Talk to Baldy and receive the transition to the Cave, along with the Treasure hunter quest.
* Travel to the Cave. Grab the rucksack under your feet and the artifact nearby. These are items from the Cave dream.

After grabbing those, you can play normally. You can use the items you borrowed, you don't ever need to finish the Cave dream. Although you may want to do this for plot consistency, unblocking Sid's door, or any other reason. You can do it any time you want by returning some of the items:

* Take a Rucksack and the items required to speak to Miner: Assaulter exoskeleton, USAS-12 "Shaitan", Desert Eagle Mark XIX, Porcupine ×5, Emerald Wrenched, Moss, Poltergeist's Heart, Cave map.
* Enter the Cave from Dump.
* Put those items in a rucksack under your feet right as you spawn there. You might also want to put an Electrica grenade or something like that to make the cave dream easier.
* Travel to Cordon and drink Doc's vial in the Rookie village (any other place and the game will crash).
* Play through the Cave dream normally.
* After waking up, go to Sid and pick your gear up in the chest near him.

If you want, you can postpone beating the cave dream until Fenrir's lair at the Old Village. This is a quest from the mid-late game, and it's a bit bugged because it leaves an undroppable 5kg item in your inventory. Finishing the dream will drop it into Sid's chest by force, and you can just leave it there.

### How to bug the door

The typical way to break the door open is to throw a long weapon into the hinge by pressing G. It might take a few tries to get right. **Never do this with arbitrary doors, you will break the game!** Sid's door is one of the few ones verified safe to pry open.
Essential NPCs

Most quest-giving NPCs are essential for the plot. They have huge amounts of HP to not die accidentally. A few are even invulnerable. When a quest giver dies, you'll get a red beeping message so you won't miss it. At this point, it's better to reload a previous save. If you don't get the red beeping message on their death, it means this NPC is non-essential.

**Do not** abuse their huge HP pools by luring hordes of mutants to them; they will eventually die, and this will generally create more issues than solve.

If an essential NPC dies, you can resurrect him using a Living Heart artifact, if you have one. However, doing so will block you from getting S.T.A.L.K.E.R., the main achievement of the game. Reloading is probably the better option.

Note that certain NPCs, notably Docent Zagorsky but possibly someone else, are missing the essential tag despite being involved in quests, and could accidentally die without you noticing it. This is a bug/oversight.

There are also several NPCs that aren't essential and aren't involved in any quests (for example Sepator beyond his quest Perimeter defence, Ivanhoe, Sergey the Shaggy), so they don't have the essential tag, but they have chain quests which are required for the New Game achievement. Watch those NPCs if you care about getting it.
Artifacts for Dragunov

The mysterious artifact hunter Dragunov needs thirteen exceedingly rare artifacts and a backpack before he gives us more information on a tightly guarded Monolith secret.

*This is an unmarked quest.*

**Complete the Commemorative picture before finishing this quest.**

## Walkthrough

After obtaining Gunsmith's address, head over to Central Pripyat to check his apartment out.

As you enter the building, you discover Dragunov, the artifact hunter who happened to search the apartment you need. After a brief talk, he tells you his list of the artifacts he has orders for.

The artifacts Dragunov wants are:

Bring all of the above and a Rucksack to receive the unique Gauss rifle "Wave Cutter" and start the Stash of the "Monolith" quest, which takes place in the Sarcophagus.

## Notes

* After this quest, Photographer disappears from the Undiscovered Land.
Assembling the modules: Part 6

This time, Volazar needs a server from the laboratory X-8.

## Walkthrough

The full route is shown on the video below.

Take the server from the stash and deliver it to Volazar.

## Notes

* The server weighs 10kg.
* One of the teleports protects you from grabbing the stash too early. You can bypass it by standing really far away. Don't do that, otherwise the teleports will never disappear from X-8.
A short ceasefire

Voronin expects a Duty recon squad to return from Pripyat, but their route lies through the Freedom territory. He wants you to convince Lukash to let them through, offering a map of Monolith sniper positions in return.

## Walkthrough

Travel to Army Warehouses and talk to Lukash. He wants you to retrieve his stolen gun, leading to the Enemy within. Complete it, and Lukash will promise to let the Duty squad pass at night. Return for your reward to Voronin.

Additionally, Voronin tells you to visit Ivantsov as he might have some job for you.
Collector's stash Central Pripyat 1

## Walkthrough

All 3 variants are shown on the video below.

* **0:16** In a nine-storey building with the collapsed corner.
* **1:22** At a balcony in the house, in which the police station used to be.
* **2:20** At the kindergarden.

## Notes

* Saiga-12K "Sniper" is a really accurate shotgun with a scope and UBGL as an option, although somewhat lacking in damage. However due to the damage threshold mechanic, weak shotguns might inflict more damage than pure numbers indicate (with certain conditions), and high rate of fire is also useful.
City clearing operation

At the Gunsmith's address Informant gave you, you meet an artifact hunter named Dragunov and stumble upon the squad of Akulov.

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

## Walkthrough

### Talk to Dragunov

After the initial talk with Dragunov and starting Artifacts for Dragunov (related to a different storyline), you will hear Barkeep announcing over the radio that Major Akulov, the military leader infamous for killing many stalkers, is headed towards Central Pripyat with his squad. He promises a reward for his head. After brief radio exchange that follows, Dragunov will contact you, calling you to come to talk to him.

### Akulov

Go speak to Dragunov again, after which this quest can be accepted. He will ask you to get rid of Akulov and his squad, saying that he had to pay with a rare artifact called Serpantine once to escape them, and promising a secret he found in Gunsmith's apartment as a reward.

Akula's squad is reinforced with several APCs, their locations are shown in yellow on the picture below. Additionally, there are two soldiers with RPO-A, shown in red. Major Akulov himself is shown in green. One of the soldiers will have a playing card on him, his location is shown in blue. Keep in mind the soldiers can move around.

### Gunsmith's note

After wiping the military out, Barkeep will wirelessly transfer 40000RU onto your account as a promised reward.

Return to Dragunov. He will tell you what he found in a Gunsmith's note in his apartment:

* The Gunsmith's case can be found in Jupiter, in a tunnel near the cooling tower.
* One of the keys to the case is in an observation tower near the Yanov station.
* Second key to the case is in a small box inside a large building at the cement factory.

The Gunsmith's note ends with a warning: "I must not forget to turn off the security system at the factory when I'm back. That's the way the cookie crumbles!"

### Opening the Gunsmith's case

After obtaining the route to Jupiter in the Black Doctor's exoskeleton storyline, head over to the observation tower mentioned in the Gunsmith's note. It's occupied by Aaz; ask him about the key. This leads to Gunsmith's suitcase and Wolf's lair.

## Notes

* Major Akulov from this mission and Major Assholov from Crumb the deal are two of the highest military officers by rank that you will kill (aside from Major Kuznetsov, but he is essential character, so don't kill him).
	+ Technically, the highest rank that you can kill is a Colonel in Eliminate the "Duty" squad, but Col. Cherepanov is in the Duty faction.
Arkhara's laptop

Arkhara is asking Marked One to find his laptop inside the Agroprom Underground and deliver it to his brother Yakut at Army Warehouses. Additionally, he says that Dan has some new info about the Unusual package.

This quest is completely unmarked.

## Walkthrough

Descend into Agroprom Underground; there will be a military squad inside. The laptop can be found in the closed room accessible from Strelok's hideout through the floor tunnel.

Bring the laptop to Yakut. After that, Arkhara will announce that he is leaving Agroprom for Zaton.

## Bugs

* Technically, this quest is *tracked* in your PDA, but can only be accepted (triggers automatically) and fully completed after Secrets of scientists, while the actual quest content can be completed before even accepting it. If you already brought the laptop to Arkhara, this quest just starts and instantly finishes after completing the Secrets of scientists.
1st part of the recipe

Fenrir has disappeared, waiting for Marked One at one of his sniping nests, and Resident Evil can say which one. But first he wants Marked One to find something for it. He needs a notepad with valuable info; it can be found in Central Pripyat, on a balcony on the 5th floor of a house with a ruined corner which lies outside of the territory.

## Walkthrough

The entire route is shown on the video below.
Collector's stash Cordon 1

## Walkthrough

The first stash in the list. (**1:20** on the video)

## Notes

The teleport on the left ledge is blocked during Wolf's razor. You can still climb the right ledge using a crouchjump.

It's not advised to use Rubberized gloves you get from this stash. They're considered melee weapons, and there's very few means to repair melee weapons in the game.

If you don't shun a bit of savescumming, you might want to roll your next stash to be in some other place than behind the military checkpoint, just saying. (refer to Cordon#Military checkpoint as to why)
Collector's stash X-8

## Walkthrough

All variants are shown on the video below.

## Notes

* The blueprints allow Vasily to craft enormously powerful anomalous 40mm grenades, provided you finished Tools for Vasily. You'll also need a weapon that is able to use them, for example the RGM-40 Knuckles available at the Collector's stash Zaton. Since these grenades are expensive, rare, and the range is too enormous for them to be safely used in most situations, the only real use for them is the OP-2.2 quests#Wave of Mutants questline. It makes sense to make about 100-120 of VOG-25 charge "Electra" for that questline in advance (which require at least 17-20 days to craft).
* Glop adds 9 kg to the max carrying weight, at the cost of satiety.
Cave dream

Marked One is having a dream about one of his previous visits to the Cave.

This quest is unmarked and has no official name.

## Walkthrough

### Doctor's medicine

Speak to Doctor in the basement by the campfire, and drink his remedy, after which you will be transported into the Cave in your dream.

Look at your feet; there's an artifact and a rucksack. Pick up all items. Insert the battery into the exoskeleton to be able to sprint.

### Making your way through the cave

The cave can be hard to navigate (but you'll visit it dozens of times so eventually you will learn to do it blindfolded). It contains many fake walls that can be traversed in one direction but not another, which can be really confusing at first. Refer to the main article about the Cave to look at the interactive map.

As everything in the cave is temporary during this quest, you can just rush to Miner's chamber in the shortest path possible, ignoring mutants completely. Here's a video demonstrating that.

OP-2.2 Cave dream, fast run
### Waking up

After making your way through the Cave to Miner, talk to him. Drink the vial he gives you, and wake up in the Rookie village basement.

Go speak to Sidorovich to end the quest and recover your gear from the chest near him.

## Notes

* Your possessions will be put into the stash in the Sidorovich's bunker. You can grab them any time.
* Drinking the vials induces a strong healing effect.
* During the dream, all player stats are frozen, but the time will still pass. It's unnecessary to kill anything in the cave; all mutants will despawn after waking up. It's not possible to take any items back into the reality. There's still a way to exploit it, but you may want to avoid doing this if you're new to this game as the dream is one of the key pieces of the Narodnaya Solyanka story/lore.
* The upper layers of the cave are blocked by a teleport during the dream, and can't be accessed.
* If you're playing on any difficulty other than Nightmare, you're invulnerable during this quest.

## Bugs

* Rarely, any of the two vials won't work for unknown reason. If you hit that bug, reload a save. (save the game before drinking)
* Bleeding is not removed after waking up, and you can die from it after finishing the quest.
Cleaner

Wolf wants you to destroy wandering anomalies. You'll have to:

* Take a photo of a Flying Fire, Wandering Fruit Punch, and its shards;
* Destroy at least 10 Flying Fires, 10 Wandering Fruit Punches, and 30 Fruit Punch shards.

## Walkthrough

To kill the Flying Fire anomaly, aim at the floor underneath it. Technically, it's an "invisible rat" with a huge fireball above.

To kill the Wandering Fruit Punch, aim at it directly, as it also has a rat hitbox. Once it separates into the shards, aim at the center of the plasma ball. Technically, it's a "mosquito" with a fancy model and a really tiny hitbox.
Crazy doctor

After killing the controllers at Yantar, you descend into X-16 to find the unknown person in an orange suit who was trying to break into X-16, according to the Monolithian squad leader report in Hunting at the Rusty Forest.

## Walkthrough

After entering the laboratory, you immediately stumble upon Crazy doctor in an orange suit. Talk to him. He tells you that he was an employee of the X-19 lab, and noticed his colleagues slowly going insane from the "vaccine" the head of the lab has been injecting them with. He injected him with his own vaccine and fled the lab, being the only survivor.

Upon telling you his story, the scientist turns hostile. Kill him, descend into the lab, and kill four controllers there. Make your way to the Yantar collector tunnels, and kill the last three controllers there.

Return to Zakhar and tell him what you learned. He will reward you with an experimental suit made by Vasily.

## Notes

* The Armored Sunrise suit is one of the only two suits that make your footsteps completely silent, with another one being Hunting Trenchcoat. This is an indispensable quality for stealth and missions requiring stealth, such as Low-key hunting and Cat and mouse.
Cumulative Pack 2 Wiki

# **Welcome to the OP-2 Wiki!**

**Cumulative Pack 2** (Объединённый пак 2, canonically known as ОП-2 or OP-2) is a huge expansion mod for the first-person shooter S.T.A.L.K.E.R.: Shadow of Chernobyl. It completely overhauls most aspects of the game, and contains vast amounts of new content (hundreds of hours of quests and open-world gameplay, hundreds of new items and characters, dozens of locations). OP-2 has been evolving for over a decade from many other mods such as Narodnaya Solyanka (NS), adapted into a single gigantic mod with several large overlapping storylines.

Current version of the mod is OP-2.2, latest patch is March 15, 2023.

* **Installation and links**
* **Core mechanics**
* **Starter guide**
* Noteworthy items
* **Game**
	+ **Quests**
	+ Locations
	+ Cyclic quests

	+ Chain quests

* **NPCs**
	+ NPC list
	+ Merchants
	+ Exchange
	+ Special Exchange
	+ Miscellaneous services
	+ One-time offers

* **Items**
	+ Weapons
	+ Armor
	+ Artifacts

* **Other**
	+ Mutants
	+ Recipes
	+ Manual teleports
	+ Transitions

* **Contributing to the wiki**
* Wiki Discord
Alex Freeman's stash

Seems like Fenrir knows a friend, Alex Freeman, who was attacked by mutants in the X-18 lab and had to hide his loot in a ventilation shaft above a corridor, along with a disk.

## Walkthrough

See the video below for the location of the stash.

## Notes

* Jumping out of your backpack for a higher altitude can be tricky, an alternative way could be to use three "Filth" artefacts for higher jumping.
* You can also use a Gravigun to pull an object below the ventilation shaft.
Anomaly grenades

In the stash:
Blueprints for anomalous grenades
.408 Chey Tac x10
LM Partition .338 x10
.338 LM FMJ x10
12.7x55mm STs-130 IA x10
12.7x55mm STs-130 IP x10
Snowflake grenade x2
Electrica grenade x2
Vortex grenade x2
Lighter grenade x2

In return for his stock of attachments and explosives, Adrenaline wants us to retrieve the blueprints for anomalous grenades located by a certain stalker. They should be located in a backpack on the roof of a building in the Ironworks, since they had to ditch their loot after being chased by vehicles.

He will also contact Grizzled for his services, so we'll need to turn in 500,000 RU at the end of the quest.

**Bring long-range turret removal in the form of the PTRD or Fenrir's Cheytac M200.**

## Walkthrough

The Ironworks has been reinforced with a full contingent of 40 Blackwater mercenaries, 12 turrets installed on high vantage points, and three APCs. Advance carefully through the area and clear each of the installations as you see them.

The stash itself is located on the south-central building roof, which can simply be scaled by a ladder at ground level. Look inside the broken vent and grab the backpack.

Shortly after picking it up, a light helicopter will spawn and harass you. Being able to quickly take it out with your turret removal weapon will be convenient, as another will spawn soon after, and another after that. After the third helicopter, you'll be free to return to Adrenaline with the blueprints.

## Notes

* You may want to clear out the Ironworks before taking on this quest. Taking on all of the installations and the 40 additional Blackwater mercenaries on top of the already very populous map may drag things out quite a bit.
* Some of the Blackwater mercenaries spawn in the eastern wilderness where normal mercenaries don't usually go. They may engage the scientists if baited far enough forward.

## Bugs

* Sometimes enemy turrets can be knocked over and clip through walls, making them impossible to take down without angling a grenade throw or getting closer to their elevated location.
Escape from the Zone

Photographer wants to leave the Zone, but doesn't want to look like a loser to his rich parents and friends on the Big Land, so he needs quite a list of things.

* Three rare artifacts: Black Angel, Seraph, and Phantom's Star.
* Dosimeter and three Rucksacks to carry out a lot of artifacts he already has.
* A helicopter flight to bring him to the Big Land.

The helicopter pilot will also need to be paid with a Giant's Younger Brother artifact. In return, he promises you a rare artifact named Fountain.

## Walkthrough

### Rare artifacts

* Black Angel:
	+ found in the extra stash in Pripyat-1 Underpass; see TV for Dimak#Extra stashes
	+ Artifact Klondike; see The monsters' parts.

* Seraph:
	+ found in a free stash in Jupiter inside the excavator bucket.
	+ Artifact Klondike; see The monsters' parts.
	+ reward for Doctor's chain.

* Phantom's Star:
	+ found in a free stash in Jupiter on the north of the location.
	+ after Wanderer, two Phantom's Stars can be found near the camp of Maximilian.
	+ Artifact Klondike; see The monsters' parts.
	+ reward for Akim's chain.

### Helicopter flight

Speak to Kuznetsov about the helicopter. He will offer it for a job, leading to Treaty with the military. After completing it, he will promise to organize the flight for Photographer.

### Finishing the quest

Obtain all required items (including a Dosimeter and three Rucksacks) and report to Photographer.

## Notes

* Despite the intention of leaving the Zone, Photographer doesn't do it immediately after this quest. He will disappear after you find all Artifacts for Dragunov and give them in.
* Fountain is one of the Artifacts for Dragunov.
Compromising materials

A military auditor arrived into the Zone recently. Kuznetsov wants Marked One to get him drunk as a skunk and snatch his documents before he departs to the Big Land with enough info to lock Kuznetsov behind the bars for embezzlement.

**This quest is timed. You have 24 hours to get the documents, otherwise Kuznetsov will disappear from the game, being sent into jail.**

## Walkthrough

Kuznetsov gives you 5 bottles of Vodka and warns that you'll have to find another 5, and 2 more just in case (so you'll need to get 7 somewhere else).

The auditor and his guards can be found behind the military base at Agroprom.

As you approach from the east, you'll be warned by a guard. Wait a bit for him to walk into his place. Talk to him and give your vodka as a present. Watch them getting drunk as you talk to Kuznetsov on radio. Once they start drunk walking, you can approach without the risk of being shot. Talk to the officer. Drink with him and give him the rest of your vodka (2 bottles), asking for the location of his bag. After he tells you that it's "somewhere under the tree", find it, grab it, and run back to Kuznetsov for your reward.

## Notes

* This mission doesn't involve the military base, so you can do it at night without running into angry Sherstyuk.
* Transmutator you get as a reward is one of the key items throughout the game.
* If the mission fails because the 24 hour timer runs out and Kuznetzov somehow does not dissappear, it is still possible to start the mission Unusual Package

## Bugs

* All involved NPCs seem trigger happy and unwilling to follow the script sometimes. Either the guard or the officer might try shooting you. Try stepping back for them to calm down and/or do what they're supposed to do (come into the spot, get drunk etc).
Bloody endgame

After figuring out what the Brotherhood is doing in the Zone, the Chess Player Murzo must be taken down for good.

## Walkthrough

This is a long-term quest and will not update until looting the Brotherhood headquarters in Zaton in Brotherhood of the Anaemics. Picking up one of each chemical component will clear the first step of the quest.

When Murzo is attacking the hospital in Ugly Elsa we have the opportunity to finally put him down. As soon as he dies, this quest completes. The Living Water artifact found on his body can be considered the reward for the questline.
Exploring the viaduct

Sakharov said that the researcher who knew about Prophet's Star disappeared somewhere near the viaduct at CNPP-2.

## Walkthrough

The scientist is dead, and his body can be found inside one of the viaduct sections. Here's the route:

After picking up the PDA from the scientist's body, Marked One and Proper70 will have a radio exchange.

Report to Proper70.
Collector's stash X-18

## Walkthrough

* **0:16** Near the entrance to the laboratory.
* **0:44** In the staircase area.
* **1:14** In a room with the pseudogiant.
* **1:57** In the main hall.
* **2:37** Next to the anomaly (one in the wall breach).

## Notes

* Octopus is the first jump height artifact (gives you +0.5 meters to your jump height) you'll encounter in the game. They are **insanely** useful because OP-2 contains plenty of climbing to various hard to access places. Later in the game, you'll see several artifacts of this kind. Keep it in the inventory at all times.
Bodyguard

Hog is waiting for important data from one of his scouts, who hasn't showed up. It's our job to get him back to base.

## Walkthrough

The scout (Trofim) is located in the southeastern part of Dark Valley next to the typical bloodsucker spawn, and is wearing military armor. After speaking to him, it becomes obvious that the fool is dead drunk.

After talking to Trofim, he will start drunkenly walking northwards to the base. Enemies will begin spawning in waves with small gaps.

* Two waves of Molerats, from the front and behind.
* Boars from behind.
* Boars and molerats spawned far ahead up the path.
* Pseudodogs from behind.
* Ratwolves from the front, but they often circle around to attack from behind.
* Mutant bear from the front.
* Kikimora from the front.

Trofim will then take a break to pee in front of the entrance to X-18, but asks you to pick up beer from the nearby trailer out front. **If you didn't trigger the controller ambush in Classified data before, make sure to not do it during the quest.** If triggered, it will almost certainly kill Trofim since a large amount of zombies spawn while your vision is blacked out and psi damage makes it difficult to aim at them before they shoot him. This can be avoided completely by avoiding the road intersection, or by simply triggering the ambush beforehand.

Then Marked One will drink beer as well, getting tipsy, and Trofim will continue his path. To be sober for the next mutants, use a Serum.

After reaching the gas station, Trofim will kneel down due to a controller attack. A hunter-controller will spawn behind the 2-story building north of the gas station, along with three regular zombies. Once all are dead he will resume his path into the base.

Once safe, Trofim gives you the PDA wanted by Hog along with 3x First Aid Kit. For turning in the PDA, Hog will give you an HK SL-8 as well as two packs of 5.56x45mm LS ammunition.

## Notes

* Before speaking to Trofim, make sure to clear out the entire path up to the bandit base, including the outside of the entrance to Lab X-18, the chimera hill, and the arachnid lair.
* Stay close to Trofim the whole way - mutants appear from both in front and behind.
* Pack a shotgun with either a high firerate or very high damage per shot to keep the mutants off of him. Typhoon can be helpful but is not an end-all solution to this quest due to precise placement being difficult.
* Trokhym is a male given name.
Defend the Duty checkpoint

Defend the Duty checkpoint in the Dump from an incoming mutant wave.

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

## Walkthrough

This quest will only trigger after you steal the case from the Agroprom military base.

As you approach the Duty checkpoint at Dump, an incoming radio transmission will call for help with defending from a wave from boars coming from the Dark Valley. Kill the boars. Talk to Prapor to receive your reward.

## Notes

This quest is broken in the vanilla game: regardless of the help, Marked One doesn't get any reward.
Crime and punishment

Akim is being extorted by 4 new punitive military troops that has been stationed at the southern checkpoint in Cordon. He gives you a crossbow and bolts laced with poison and asks to shoot them in the legs, so they are sent away from the Zone. You may not kill them.

## Walkthrough

Go to the military checkpoint in Cordon with your crossbow. You need to get the 4 military wounded with your crossbow; using any other weapon or killing any of those 4 soldiers will fail the quest.

The crossbow hit will kill any of the soldiers not required for the quest (including the usual military squad on the checkpoint and the additional unrelated militaries spawned for this quest), so you can safely aim for the body - those 4 you need will drop wounded, and others will get killed. Do not aim for the head, as the headshots will kill your targets as well. The crossbow bolts have no drop and the sights are not accurate, so it's better to crouch and aim via crosshairs.

When you have got all 4 wounded, return to Akim and return him the crossbow (you don't need to give away the bolts). He will give you the reward and the location of the Crow's eggs.

## Notes

* The mission name is based on the book of the same name, written by Russian author, Fyodor Dostoevsky.
* The black-uniformed men are from OMON, the riot police force of Russia. It is ironic, yet hilarious that the developers depicted their own country's riot force as cruel (it is most likely unintentional). In fact, some of the military models in the game are Russian soldiers, not Ukrainian soldiers.
* Eventually, the injured people will come back, so make sure to grab every single weapon.
	+ Make sure that the injured people do not come to the Rookie Village, or it will fail the quest, despite not being your fault.
Disc for Adrenaline

Adrenaline tasks you with finding a CD stolen from one of Monolith leaders. A stalker carrying it was last heard from while being at ATP.

## Walkthrough

The disc is on a body of a dead stalker, in a shack in the woods not far from the ATP-Bar transition where a pack of pseudodogs usually reside. However, approaching it will trigger a squad of 7 helmeted bandits to surround the area, and picking it up will spawn another 18. You can camp inside the shack, however it can quickly turn into a tomb. Alternative way is to dart out of the area while dodging the bullets, and shoot the bandits from afar using trees as a cover.

After dealing with the bandits, the disc just needs to be delivered back to Adrenaline.

## Notes

* Upon finishing this quest, Akim starts selling machine gun ammo in unlimited quantities.
Missing sergeant

Kuznetsov is asking you to look for a sergeant who went missing recently.

## Walkthrough

The sergeant can be found at the Radar, having been recruited into Monolith. Unlike other Monolithians, he will not shoot at you. You can either kill him or talk to him and tell him to leave Monolith, but the best outcome would be convincing him to return home.

The sergeant will spawn once you enter Radar the first time, during Shut down the Brain Scorcher. He always spawns with a black balaclava over his face, so any non-balaclava Monolith you encounter on Radar is safe to kill. Otherwise there's no way to tell him from other balaclava-wearing Monolithians, and it's really easy to kill him accidentally. If you loot an Army ID tag from a body, it was him.

The sergeant is using an LR-300 and will drop it if killed.

Here are all possible spawn spots:

## Notes

* You can take the quest before or after finding Zvyagintsev, the order doesn't matter.
* MP-133 is a gun required for the Gun Baron achievement, and subsequently S.T.A.L.K.E.R., so if you're aiming for it, you need to send him back home.
	+ There is one other source for this gun, Miner's chain. However, this requires 10 glowsticks which are both rare and used in other chains like Doctor's.
"Baileys"

Kuznetsov wants to bet 10 bottles of Baileys Irish Cream on marksmen from his squad against another marksmen from another squad. He tasks you with finding it for him, and advises to check Sidorovich and Barkeep first.

## Walkthrough

This is a low-intensity task which involves spotting all hidden bottles on your own, since both Sidorovich and Barkeep will lie through their teeth that they never seen any Baileys in the Zone.

Exact locations of all 10 bottles:

* Cordon: under Sidorovich's counter. Can be either to the left or to the right.
* Bar: on the shelf behind Barkeep
* Bar: inside the Duty jail, behind a metal sheet
* Army Warehouses: inside the safe you have to hack in Hacking safe
* Swamps: on the shelf behind Suslov, reached from outside
* Agroprom: inside the safe in the barracks
* Dark Valley: in the locked room on the first floor; door opens after completing PDA of deceased Krysyuk.
* Central Pripyat: in the basement of the Monolith camp; jump through the door as it has no collision model
* Undiscovered Land: in the rucksack of Photographer's friend during Replacement camera.
* Undiscovered Land: reward for Commemorative picture (requires the entire "Gagarin" storyline to be completed!)

## Notes

* The 20 Baileys in Lab X-14 are separate objects for another quest and do not count towards this quest at all.
Collector's stash CNPP-1 1

## Walkthrough

**Warning:** some of the spawn places for the next stash (Collector's stash CNPP-1 2) have been moved in OP-2.2, with location being unknown. If you are using videos instead of finding them yourself, you might want to save scum the next one.

All 3 variants are shown on the video below.

* **0:16** Behind the fence that is next to the locomotive.
* **4:19** Under a fallen tree.
* **5:11** Underneath the wagon by the railroad bridge.
Duel of the giants

Kalinin is worried about a red pseudogiant that's appeared in the south section of the ATP where the other pseudogiants gather. He also wants to kill it in a spectacle by using monster embryos instead of firepower.

## Walkthrough

Once you have one Pseudogiant's embryo in your inventory, the quest can be accepted. Kalinin will give you another one at the start.

Find the red pseudogiant, approach it, and activate two pseudogiant embryos. Any player-based source of damage onto the target will instantly fail the quest, which includes "Typhoon" Turret. The red one could easily kill one of your pseudogiants, so make sure you spawned both; together they should make short work of him.

After that, return to Kalinin for your reward.

## Notes

* The earliest Pseudogiant's embryo can be obtained in Catbehemoth's stash. Another early one is in the Strelok's stash (Bar). You can also find them randomly in Master-ranked stashes.
* Clear out the regular pseudogiant camp before accepting the quest (or before approaching the red one) to make things smoother.
* Red pseudogiants are pretty rare, and only naturally spawn in the Darkscape, Jupiter, and Zaton in packs. This quest is a convenient moment to take a photo of one for Wildlife photography.
Air alert

Before Compatriot, we need to destroy a helicopter patrolling the old concrete road to the north within 11 minutes **without** using the PTRD or Fenrir's CheyTac M200.

## Walkthrough

This quest is relatively simple. Just head up to the checkpoint and you should see a helicopter up in the sky, at extreme altitude. Shoot at it to put it on alert and fly lower. Aim at the tail rotor as the vulnerable spot. A high-powered sniper rifle can bring it down in a single hit, an assault rifle will need a few bursts.

Return to Compatriot for the information he promised.

Compatriot says that recently something happened at the C-Consciousness base, some shooting have been heard inside, a helicopter arrived to the base, and they shut the force field down for a short time. One of the scientists escaped and was captured by the stalkers, and is now in the cellar, guarded by Fritz.

## After the quest

Descend down the cellar, and speak to the scientist. His name is Andersen, and he tells you that approaching the base without disabling the psi-antennas is impossible. Some unknown people somehow infiltrated it on the helicopter, and took over. He managed to escape when his friend Solvador disabled the field for a couple minutes.

After the talk, a helicopter flies in and drops off the Black Doctor and his bodyguards. Talk to him. He seems to want to work together - you want the girl back, and he wants to reclaim his base. Andersen has a universal key to the antennas, but it has the range of just a couple meters, so you'll need a carrier immune to the effects of the psi-antennas. Someone is bound to know of this person, kicking off Search for Boatswain.

## Notes

* The timer immediately stops when the helicopter crashes, so you have plenty of time. If you're being harassed by the pyro- and electro-controllers native to the Generators, spend some time killing them before moving on to the helicopter.
* If you fail to bring the heli down in time, you'll miss the transition and Compatriot's cyclics, but you still have the option to pay him 100000RU for the information.
Mercenary's honor

Lukash wants the northwestern checkpoint emptied of mercenaries before offering any information. Something is telling you this isn't just a routine cleanup...

## Walkthrough

After accepting this quest, Lukash offers you a bed in the Freedom barracks. **Accept this offer and go to sleep there immediately, or else you will miss story-important quests.**

### Waking up

You will wake up to Seryoga the Paratrooper attempting to sneak up and inject you. He swears he's not part of the Brotherhood and wasn't the one who injected you twice before - he was paid to do this injection by others in Army Warehouses, who will be waiting for him by the helicopter when he finishes. Both Injection analysis and People in white coats will open.

### Taking care of the mercs

In addition to the normal spawn, there will be nine mercenaries and an armored exoskeleton user in the mix. On his body is Mercenary's Notes which hold a similar account to the letter you found on Coffin's body, possibly by the same mercenary. The note mentions the mutant parts in the dead Freedomer's backpack, mentions of Lukash along with Recluse, as well as rumblings of operations in Wild Territory and Radar.

Return to Lukash for a choice. You can 1) give him the information, or 2) keep it for yourself.

### Giving the information

Lukash is happy with you, and rewards you with 50,000RU and 9x39mm Isomorph ×60. He says that some sort of business has been established by the Freedomers, and that they are likely dealing with the scientists in Yantar or someone in Radar. He also says we should investigate Wild Territory for more answers.

### Keeping the information

If you don't hand over the sheet, Lukash isn't as happy, and you aren't paid for the work. He gives the same evasive answers as above, recommending going to Wild Territory instead of Radar.

Both options lead into Wolf in sheep's clothing.
Collector's stash Bar 3

## Walkthrough

* **3:49** By the entrance to the Bar
* **4:07** At the Bar
* **4:23** At the Duty HQ
* **4:44** In the hanger next to the passage to the Duty territory
* **5:40** The processing plant near the Arena.
* **6:07** Beside the wind generators
* **6:58** Next to the entrance to the Wild Territory
* **7:49** Near three green cisterns

## Bugs

* The processing plant near the Arena:
	+ The rucksack is not visible with full dynamic lighting, you can switch to the static lighting in the game options if you want to see it.
	+ The rucksack is too deep in the stash to reach normally, even when fully crouching and aiming down your binoculars to increase your reach. You can increase **take\_dist** in config\system.ltx; the default value is 2 and it makes the reach too short.
Collector

Marked One investigates the hints dropped by the mysterious Collector, who disappeared in the Zone recently. This is the first quest in the chain.

## Walkthrough

The quest line is started by talking to Sidorovich after saving Nimble, choosing "Why are you so joyful?" in the dialogue. This spawns the first Collector's note, located in a ruined house across the campfire in the Rookie village, under the rusty metal sheet. This is the first hint that will lead you through the stash chain.

Сталкер ОП 2.1 Записка Коллекционера и первый тайник0:50 for note location
## Notes

* Collector is a major "low-intensity" questline that leads you through most NS locations as they unlock. It's **strongly** advised to follow it as soon as possible, because it offers great rewards, even by the late game standards. However, the stashes are incredibly hard to find, let alone access. Many of them require physics exploits to get to, or/and are located outside of map boundaries. You're expected to watch video guides for most of them.
* This quest is not marked in your PDA and the stages don't have any canonical name. Instead, you can follow the breadcrumb trail of cryptic notes that are contained in every stash.
* Typically, each stash spawns in one of the several predefined places.
* You could use the "Collector stashes" cheat in the settings menu and reload to where you did not have the cheat enabled. Even then, it is advised to follow the video guides to get access to the stash. Keep in mind that using any cheats in the options will break the "no-cheating" conduct and you won't get the corresponding achievement at the end of the game.

## Bugs

* It's reported at least by one person that notes in stashes could fail to spawn, blocking the entire questline. If you don't want to take the next one in the chain right now (e.g. you don't have the transition), just ensure that you have the note in the current stash, but don't pick it up, leaving it for later.
Exclusive entourage

Furniture would brighten up the place and make our home more comfortable to stay in. Our objectives are to find a sofa, cushion, chair, stool, wooden table, and a metal table in Dark Valley.

## Walkthrough

The quest description prompts us to search the bandit base, the complex over X-18 laboratory, and finally in the lab itself.

### Bandit base

The sofa can be found in the foyer, directly underneath Hog's room.

The cushion can be found on the couch inside his room.

### X-18 complex

The stool can be found near the bedframes outside the lab entrance. The wooden table is close by.

The metal table is above them upstairs, overlooking the open area.

### X-18 laboratory

Finally, the chair is located in the embryo monitoring room. Beware a chasing-controller and his five zombie skeletons wandering around the lab.

### Return to the Swamps

Return to your home with the 26kg of furniture, which is automatically placed when you walk through the door. Lunch break then opens.
Ironworks

## Out-of-bounds exits

* The window in the power substation can be exited for an easy out of bounds exit.
* The entrance from the Swamps can be clipped through using the Accelerator to immediately exit the level boundaries.

## Bugs

* Zagorsky, the scientist that comes to this map after completing Hand teleport, is required for several quests but is mistakenly not marked as essential. You can easily lose him to random mutants and block an entire questline, so check him up each time you pass by the tunnel.
Collect parts of the documents at the Cordon

## Walkthrough

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

The piece on the second floor of the northern checkpoint tends to fall from the windowsill into the inaccessible room. You can still get it as shown on the video below:

Alternatively, you can wait until you get inside that room in Mystery of the islands/Cordon. You'll need to unlock Zaton in the Black Doctor's exoskeleton storyline to start it.

## Notes

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

Sanya Frost has been caught by Murzo and locked in a refrigerator in Eastern Pripyat.

## Walkthrough

Head to the grocery store, which is on the southwest side of the area north of the bookstore. The large green refrigerator will have Sanya in it.

As usual, hit the handle with a knife to unlock it. Sanya is unhurt, but cannot seem to stop getting into trouble. He attempted to get back to Army Warehouses through Zaton before being kidnapped by Murzo and his goons.

He does provide one valuable piece of intel, which is irregular activity around the Iron Forest in Zaton. This will be worth checking out later.

Watch out for four white coats and one armored Last Day soldier who try to cut you off on the east side. When it's all clear, head to the cinema to finish your business in Brotherhood of the Anaemics.
Collector's stash Wild Territory 3

## Walkthrough

All 8 spawn variants are on the video below.

* **3:22** On a crane.
* **4:05** Not far from the mercs' sniper squad location.
* **4:52** Behind a concrete garage.
* **5:39** By a cable spool.
* **6:45** At the two large tanks.
* **7:43** In the radioactive house.
* **8:35** Between the radioactive house and the hangar that is near the entrance to the underpass.
* **9:37** In the hangar where snorks live.
Intruders

Attack on the farm:
Military elite x30
Attack helicopter x2

Sviblov is convinced Clear Sky is spread too thin to provide immediate support in Zaton. After several attempts to convince him using intel gathered in previous quests, the base will be attacked by the military.

## Walkthrough

Eight soldiers will be in the initial assault. They'll be outnumbered and easily overrun by the Clear Sky forces, but more soldiers are closing in to the east. Head to the farm to provide support.

As you approach, more Clear Sky stalkers will spawn in to help you deal with the large incursion of 30 soldiers over two separate spawns. They'll eventually all be wiped out as you clean up stragglers. Beware of the three RPO-A users hiding in the reeds - they can somehow rapidfire their launchers up to four times in a row.

After the last soldier has been taken out, a message will come in about two attack helicopters approaching the farm. Sviblov will advise you to pick up a stash containing a Barrett M95 and ammunition for it in the westernmost house with the boats, but it's not required to down the helis.

After taking care of both helicopters, bring the Barrett back to Sviblov and he'll agree to send his nearest squad to Zaton to join our forces.

## Notes

* As always, the attack helicopters can be destroyed using a smallbore rifle with a couple of quick bursts to the tail rotors. Save the expensive ammunition for other applications.
* The dead Clear Sky stalkers are a good source of Serum and the otherwise rare Guardian of Clear Sky suits needed for Arnie's chain.