recursal/Fanatic-Fandom huggingface dataset:
Device Installation: Cordon

Just like in the previous quest, Sakharov wants you to set up a monitoring device in Cordon, in a train car on the bridge, over the Kuznetsov's checkpoint.

## Walkthrough

The train car you need to place the device in is shown on the picture below.

Pay Kuznetsov a Vodka to pass, climb inside and drop the device from your inventory.

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

## Notes

* After this quest, Sakharov will be able to teleport you to Cordon for a Crystal and 5000RU (dangerous place) or 15000RU (safe place).
Executive decision

The Monolith obtained "Igla" MANPADS on the black market, and Kuznetsov wants you to destroy the trucks they are using to transport them into CNPP.

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

## Walkthrough

Head over to CNPP-1 and wipe the area out, along with the trucks. The location will be full of Monolith and turrets. Here's a schematic with turret visibility lines:

The playing card can be found on the Monolith trooper in the central part of the location. His initial position is also shown on the schematic above.

After destroying all trucks, return to Kuznetsov.
Shay D Queen

* LBDR AS1
* LBDR S2

## Season Information

**Shay D Queen**, *(Shay D Queen on Fandom)* was a contestant on **Season 2** of *Lucy Blue's Drag Race*. She overall placed 2nd, narrowly losing the crown to Vanilla Sapphire. To view Shay's look gallery, click here.

On March 24, 2023, Shay was one of ten contestants announced to be returning for a second chance at the crown in **All Stars 1**.

## Biography

### All Stars 1

#### MTQ Paragraph

"Hey y’all! I am Shay D Queen, the runner up of season two! I’m back for another round of LBDR and I couldn’t be more excited! I think my drag has improved so much since my first season. A fun fact you may not know about me: I literally downloaded Instagram the same day I applied, and it was the first race I’ve ever applied to! In my first season I had no idea what was expected of me, I didn’t know how I’d do, and overall it was a challenge! However this time I’ve found my footing, I figured out who I am as a drag artist, and I’ve fully polished my drag. You can expect great looks, a TON of Charisma, Uniqueness, and Nerve, oh, and of course a huge glow up! I want to win this season so badly because I think I proved I have what it takes to win, I just really need to apply it 110% the whole time. I believe I can win this season because I saw a poster in my room that said “If you can dream it, you can do it!” and obviously a poster wouldn't lie to me! Anyways, you can find me and a bunch of other SICKENING queens returning for their grand redemption on Lucy Blue's Drag Race: All Stars One! Go support these other queens but at the end of the day always be team Shay!!"

## Track Record(s)

Shay D Queen

## *Lucy Blue's Drag Race All Stars (Season 1)*

### Maxi Challenge History

 2
 3
 4
 8

## Trivia

* Shay was the first contestant to enter the Werk Room on season 2.
* Shay is the first contestant to place "low" in the first episode, and then later win a maxi challenge.
* Shay currently has the highest PPE score out of all contestants.
	+ Shay is the first, and currently only contestant to have a PPE score higher than the winner of their season.
* Shay is the first contestant to win two maxi challenges back to back.
* Shay is the first contestant to never lip sync for their life.
* Shay is the first contestant to win the Rumix Challenge.
* Shay, along with Miss Samantha Queen are the first contestants to lose a Lip Sync for the Win.
* Shay is the first Runner-Up to return for All Stars.
Farewell and absolution

Sakharov tells us that someone wants to say goodbye.

## Walkthrough

Walk towards each of the characters in sequence in and around the Yantar bunker. After "saying goodbye" to all of them, the quest will automatically complete.

This is the final quest in the Bloody Endgame storyline. If you are looking for the Chesser achievement, you will receive it after speaking to Natasha after completing the Hearth and home storyline.

## Notes

* Strangely enough, not all of the characters we say goodbye to are deceased.
	+ Journalist should be fine as we rescued him.
	+ Kalancha was threatened but never killed.
Assembling the modules: Part 1

The documentation for the Modified Nanosuit describes 4 different control modules that can be used with it. Volazar gives you a tip on the first stash in the series, it's in X-16. He advises to enter the lab from Yantar, as the first teleport is somewhere at the entrance to the laboratory.

## Walkthrough

The complete sequence is shown in the video below.

Grab the "Speed" capsule and Module 1. Report to Volazar and give them to him.

## Notes

* Just like the previous stash, this one is obtained before the final teleport. You have to walk into it for the quest to advance and Volazar to talk.
* This quest conflicts with The stash of Cross. If you have both active, finish this one first, then Cross' one will be available.

## Bugs

* The exit point of the teleport that sends you to the staircase (**1:12** on the video) might collide with a transition trigger a bit. If you hit that bug, either jump before entering the teleport, or try entering it sideways.
Droplets

## Location

This Artifact is abundant. It can be looted from dead Stalkers, found in stashes, broken boxes or picked up off the ground throughout the Zone after blowouts.

## Notes

* One of the most difficult artifacts to locate, due to the dim glow that emits, even with a standard Artifact detector (not the upgraded ones that show the artifact location).
Darkscape

## Transitions

* from and to Dark Valley: during Get out of Dark Valley
* to and from Cordon: during Get out of Dark Valley
* to and from Chernobyl-1: after The Mad Doctor

## Notes

* The safe inside the gas station contains some nice loot for the early game, including a Fort-500 shotgun, Guardian of Freedom suit, Scientific first aid kit ×2, some ammo and artifacts, including Goldfish ×2.
* Instead of the truck, use the bus, as the bus is much faster, albeit it has poor handling and a great tenacity to go crazy and go kaput when it hits something at a fast speed.
Deoxy Acid

* LBDR AS1
* LBDR S2

## Season Information

**Deoxy Acid**, *(DayDayUno on Fandom)* was a contestant on **Season 2** of *Lucy Blue's Drag Race*. Deoxy placed 5th overall. To view Deoxy's look gallery, click here.

On March 24, 2023, Deoxy was one of ten contestants announced to be returning for a second chance at the crown in **All Stars 1**.

## Biography

### All Stars 1

#### MTQ Paragraph

"Hello Everyone, my name is Deoxy Monroe, Deoxy miss universe, and Deoxy Acid! I was originally on season two and placed fifth. I did alright, but it wasn’t enough for me, and everyone stopped watching after my elimination so im back to reclaim my crown! I've grown so much and I cant wait for everyone to see it. I also hope you all root for me because Im winning, so don’t embarrass yourself rooting for someone who goes home first. Anyways, hopefully I make it far, and win more challenges than last time, that's my goal."

## Track Record(s)

Deoxy Acid

## *Lucy Blue's Drag Race All Stars (Season 1)*

### Maxi Challenge History

 2
 3
 4
 5
 GUEST

### Lip Stick History

 **Eliminated**

## Trivia

* Deoxy is the first contestant to have their name begin with a "D".
* Deoxy is the first contestant to return for *Lucy Blue's Drag Race All Stars* after placing fifth on their original season.

## References

1. ↑ https://rupaulsdragrace.fandom.com/wiki/User\_blog:LogzLogan1278/Lucy\_Blue%27s\_Drag\_Race\_(Season\_2)?commentId=4400000000000149693
Bandit's stash

After being healed by you, Thunder gives you the PDA of Skimpy's accomplice. It contains the coordinates of his stash in X-18, which is probably where he hid the rare weapons. The only hint is: "the main thing is to look at more than your feet".

## Walkthrough

In X-18, there will be 6 bandits guarding the stash. The stash itself is located in the tunnel to the last code door, at the bottom level.

This ends the Rare Weapons quest line.
Cleansing

**The title of the quest is untranslated as of the 15 March 2023 patch.**

Arkhara wants to get rid of all the Grabber and Star anomalies in the Zone, a total of 50, with the help of the Black Hole artifact you've found in the Stash of the "Monolith".

## Walkthrough

As a start, Arkhara gives you Black Energy ×20, but you will have to obtain the rest of the artifacts on your own. Each annihilation will consume Black Energy ×2, so you'll need 80 more. The most abundant source is the merchants: Sakharov sells 10 per day, Professor Lutsenko sells another 10, and Docent Zagorsky sells 5 (You will need to wait for 4 in game days to get your black energy artifacts).

To annihilate an anomaly, drop the Black Hole into it. The artifact itself won't be consumed, and you will be able to pick it up afterwards. Each time you do this, you'll get a message with the counter (see the #Bugs section, however).

Many Grabbers and Stars are shown on the interactive maps in this wiki; refer to the Locations page.

See also the video below for the locations of 54 anomalies.

* **1:44** Agroprom (1 total)
* **2:00** Army Warehouses (1)
* **2:14** ATP (3)
* **2:57** Swamps (**12 total**, 6 not shown)
* **4:21** Generators (6)
* **5:43** Forgotten Forest (4)
* **6:44** Zaton (6, 5 shown)
* **8:22** Cordon (2)
* **8:52** Labyrinth (5)
* **10:35** Dead City (5)
* **11:53** Undiscovered Land (5)
* **13:29** Pripyat Dungeons (1)
* **15:02** Dump (1)
* **15:17** Old Village (3)
* **16:05** Dark Valley (2)
* **16:37** Central Pripyat (1)
* **16:53** Yantar (2)

## Notes

* Don't worry if you removed some of the anomalies before accepting the quest, as they still count towards the goal of 50.
* After removing 51 of them, you'll get the Sweeper achievement.
* There are more anomalies in Chernobyl-1 (**17**), Radar (3), and CNPP-2 (1), not shown on the video above. That makes for 75 total.

## Bugs

* The counter message doesn't take into account the anomalies that might have been removed before accepting the quest, but they actually count towards it, so it's possible to complete the objective before it reaches 50.
* In the message you get from Arkhara when you take this quest, he offers you "two dozens" Black Energy artifacts (which are 24 pieces), but you get only 20.
Assembling the modules: Part 5

## Walkthrough

The full route is shown on the video below. **Important:** you have to take the stash in 5 seconds at the end of teleport sequence, otherwise you'll lose it forever.

Take Assembly diagram Volume III and Old map, and bring them to Volazar.

## Notes

* Clearing out all camps is not necessary as most can be avoided, but wiping out the Prometheus cinema can make your life easier while doing the jumping segment on the statue.
Weakrooms Wiki

**Weakrooms Wiki**
Weakrooms is approximately be discovered recently, the Weakrooms is not a branch of the Backrooms, but an "inner room" of the Backrooms.

In a broad sense, All the levels of the Weakrooms belong to the Backrooms. But in a narrow sense, The weakrooms exist as an another cluster in the Backrooms.

Compare with the Backrooms, The Weakrooms are safer and stabler.The weirdness of the Backrooms will be greatly reduced here. The Weakrooms may be detached from the Backrooms, but it is stabler. The time elapse slower than the Frontrooms and the Backrooms in the Weakrooms.

When you are in the Weakrooms but you hope to incise back to the Backrooms, look before you leap! Compare with the Backrooms, the Weakrooms are utmost safe and happy. Such behavior may bring you to the opposites of the Weakrooms--The Strongrooms.

* Levels lists | Weakrooms Wiki | Fandom[1]

We're a collaborative community website about Weakrooms that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Levels lists

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Black Mark (quest)

Miner lost an important notebook with information on the anti-immortality artifact Black Mark.

## Walkthrough

Miner's notebook can be found in the Labyrinth, in the maze used for Diamond skulls.

The notebook contains coordinates to a stash containing the Black Mark. Return the notebook to Miner for isomorph ammunition.

Strelok voices his intention to get rid of Shadow of the Monolith once and for all, opening the next quest Gaslighting.
Level 14

## Level 14 "Ocean of blossom "

Level 14 is the 15th level of the Weakrooms.

## Survival difficulty

**Survival Difficulty: Class Habitable**
**>Infinite Blossom**
**>Sustainable & Habitable Conditions**
**>Devoid of Hostile Entities**

## Entity

There are no hostile entities in this Level, there are only flower fairies that protect the flowers in the Level.

If you show likeness to the flowers, those fairies would send you presents which are usually life resources. If you try to sabotage the flowers, they will stop you.

## Outposts and organizations

### Flowery orchard

Flowery Orchard is a small village comprised with 20 people who are interested in gardening.

They are happy to let you join them. Even if you won't they would like to trade with you.

They prefer getting varies seeds or plants by giving you food or water or weapons.

## Entrance(From the Backrooms)

If you find a flower in Level 237, you will be brought here.

## Entrance(From the Weakrooms)

If you found a flower in Level 16, you will be brought here.

Escape from Level 3, and you will be brought here.

## Exit

If you commit suiside in this Level, you will appear in [data erroooooooooooooo%#$%@]

If you kiss a flower of the same type and size that brought you here from Level 237(BKR) or Level 16, you would be sent to where you came from.
Alone in the dark

Lukash wants four special mercenary briefcases hidden in Pripyat-1 Underpass. All are located in the central dome room, and it will be necessary to enter the underpass from X-8 laboratory.

## Walkthrough

### X-8 laboratory

   On entering X-8, your flashlight and NVD will both cease to function. Lukash will inform you of a stash on top of one of the elevators with some glowsticks inside which you can use - delaying the mission is unacceptable.

### Pripyat-1 Underpass

Entering the underpass, you might notice more psi-poltergeists and pyro-poltergeists than normal. This will be true at all stages of the underpass so bringing along a "Typhoon" Turret to quickly take care of them isn't a bad idea.

The entry room's spawns will be bolstered with a few poltergeists along with an exploding zombie and a ghoulish zombie. The dome room will be infested as normal with the regular spawn (controllers, burers, poltergeists) with the addition of 5 exploding zombies and 5 ghoulish zombies. Make sure you have the means to kill the exploding zombies at range.

The hallway out of the area will have an additional Grandmother-controller and robust controller.

#### The briefcases

True to the intel, all four briefcases are in the dome room and are thankfully not too hidden.

After finding all four, Strelok will message Dimak about a replacement flashlight.

### Eastern Pripyat

Talk to Dimak for a free replacement flashlight. He'll also fix your broken NVD at no cost.

### Army Warehouses

Turn in the heavy briefcases to Lukash and he'll promise Freedom support for the Shevchenko as long as they're stationed somewhere away from the Duty squads.

## Notes

* Crank up the brightness in-game if you want to avoid eyestrain. The glowsticks are not really a viable solution in combat as they are blindingly bright for about 5-10 meters or so and leave everything else in darkness on top of keeping your hands busy. They can be dropped if you want to light up an area for a while.
* Each briefcase is about 13kg so be prepared to haul away a fair amount of weight.

## Bugs

* Make sure you visit Dimak first before turning in this quest to Lukash. Otherwise Dimak's dialog for fixing flashlight and NVD will be gone, making you stuck with no flashlight nor NVD.
Collector's tutorial stash, Cordon

## Walkthrough

This is a "tutorial" on physics exploits, which often causes a lot of trouble for new players. To reach the stash, you have to be fully crouched and move using only the "W" key, while looking into the inner side of the turn. In addition, you want the line to be completely straight.

**2:10** on the video.

## Notes

You have to pay a bottle of Vodka to reach this stash, as Kuznetsov won't be amused by your climbing skills alone (unfortunate for our dear Marked One that aspires to collect the Collector stashes). Watch out for the patrol as they could see or hear you if you're especially unlucky.

This quest can be combined with Nimble: Find Mail jacket as it also needs bribing the guards for one of its locations.

You don't have to crawl back the same way. Just slide down along the wall while still fully crouched, and the fall damage will be non-existent.
Classified data

A Duty commander hid a document he got from the raid in X-18, shortly before his death in a fight with the military. Voronin wants Marked One to find it, based on his last words: "the place where you can always get a chemical burn", i.e., a Burnt Fuzz anomaly.

After accepting this quest, Sidorovich will warn everyone over the radio that three controllers zombified the entire Cordon checkpoint and led them somewhere towards Dark Valley.

## Walkthrough

The approximate location of the case will be shown on your map; it's the factory in Dark Valley. The case itself is hidden within the tower crane.

After picking up the case up and exiting the factory through the main gate and T-junction, the three controllers Sidorovich mentioned will appear around Marked One, with the military they zombified, and a pseudogiant. The best strategy to deal with them seems to be just sprint towards the Dump to escape their combined sphere of influence, smoke a Cigar and snipe everyone from afar, then kill the pseudogiant up close.

Report to Voronin for your reward.

## Notes

* While you can avoid the controllers encounter through other routes, the restrictor on the junction will remain here until you deal with them.
* The transition is valuable, as it proves an early game path to Radar and skipping a massive fight if you come from the Army Warehouses, although you will need to fight some Monolith guarding the transition to Dark Valley from Radar
Detection sensors

The leader of the scientist group, Docent Zagorsky, says that the prototype of the Hand teleport was destroyed, so he cannot assist with it. However, he has a job for Marked One to complete, promising the Controller's Scalp recipe as a reward.

Mercenaries set up detection sensors and turrets when they occupied Ironworks. You have to find and destroy the sensors all over the location.

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

## Walkthrough

There are 10 sensors total, they're all marked on your map, and placed on the roofs and other high points of the location. They look like this.

One of the mercenaries at the southeast checkpoint will have a playing card on him.

The area is protected with two turrets and one APC. Here's a schematic showing the approaches to them:

1. APC on the road
2. Turret on the bus
3. Turret on a wall

The sensors are marked on your map, so finding them shouldn't be hard. However, here's a video with the location of all sensors, just in case:

After destroying all 10, a light helicopter will fly in. Take it down and report to Zagorsky for your reward. Listen for the long story of his appearance at Ironworks.
Army Warehouses

Abandoned army warehouses, now occupied by Freedom.

## Crazy stalker

Crazy stalker, also known as Psycho, lives in a hut at the swamp and shoots everyone on sight. You can either kill him outright, or try to talk to him by wounding him first. Trying to heal wounded Psycho will yield a Living Heart artifact, and the Guardian Angel achievement if you also saved the Duty squad in Rescue "Duty" member. He won't turn neutral and will continue trying to kill you, so you will have to put him to rest anyway, but at least you tried. From his body you can recover two flash drives wanted by Max and Voronin for Get a USB flash from a crazy sniper and Crazy Stalker's flash drive.

His hut is protected with a minefield. Throw bolts to check for the mines, or approach using the concrete pipes.

If you are going to try it, use ammo with better "impairing ability" and a weapon with low damage. Refer to this spreadsheet. For example, using an AK-9 "Spiderweb" with 9x39mm PAB-9 and targeting the legs or feet will drop him without killing easier than with most other ammo.

## Mercenary outpost

The attack on the mercenary outpost is one of the massive and over-the-top fights in the game; don't come to it without a sniper rifle and plenty of ammo. Refer to the Missing expedition#Joker for details.

## Transitions

* from and to Bar: after giving Kruglov's flash drive to Barkeep, see Escort Kruglov to Yantar
* to Radar: after giving Kruglov's flash drive to Barkeep, see Escort Kruglov to Yantar
* from ATP: for Deal with the whistler

## Notes

* As you approach the entrance of the Freedom base, you'll be charged 3000RU by a "communications provider". Just because. Welcome to OP-2!
* After eliminating bloodsuckers for Skinflint, you can ask him to turn the annoying loudspeaker off. He will happily comply... immediately withdrawing 2500RU from you. He is Skinflint for a reason.
* The Crazy stalker can reliably be healed multiple times for the purposes of progressing The rescue. Simply close the dialogue box after healing him by pressing the "interact" button (default F) and talk again to heal.
* If you somehow trigger Crazy Stalker without the quest Crazy Stalker's flash drive from General Voronin e. g. searching for a stash close to his hut or visiting the Barrier, do not postphone the fight for another visit of Army Warehouse. Crazy Stalker might die meanwhile and despawn so you can't loot Psychos's flash disk (x2) and softlock some quests.
Collector's stash Radar 3

## Walkthrough

All 8 variants are shown on the video below.

* **4:50** In a tunnel.
* **5:54** Beside a scientist's corpse.
* **6:40** Around the APC.
* **7:44** At the checkpoint that is not near the transition point to Army Warehouses.
* **10:49** By one of the Brain Scorcher's antenna.
* **11:30** In a house with the anomaly.
* **12:47** Not far from a watch tower.
* **14:01** Under a bus.

## Notes

* The Mushroom artifact is a popular but dangerous way to upgrade your carrying weight and bullet resistance.
Culinary delights

Artyom the Cook is asking you to bring a sack of rice for the stalkers at the Dump to make pilaf, and also some carrots. He advises to check out Freedom at Army Warehouses.

## Walkthrough

Head out to Army Warehouses and speak to Chef, the obvious man for things like this. He says that he wants to try cooking crow meat, and you need to shoot 30 crows for him, leading to Hunting season. Bring him Crow Carcass ×30, Vodka ×4, and Rucksack. He will give you a sack of rice and a sack of carrots, which are ready to pick up in the back room of the same barrack, weighing **37.2kg** total. Bring them back to Artyom.
Dump

Garbage dump with a lot of contaminated vehicles and waste piles. It also serves as a hub for several other early locations and has plenty of hidden loot for the early game.

## Dump

### Transition

given during Find documents of the military

### Connects to

Cordon
Agroprom
Bar
Dark Valley
Forgotten Forest
Cave
Undiscovered Land

### Key NPCs

Prapor
Artyom the Cook
Vityok the Raven
Bullet
Max Lyuber
Demian Ivanhoe
Sergey the Shaggy
Lyokha Tambovsky

## Transitions

* Cordon, to and from: accept Find documents of the military
* Agroprom, to and from: given after accepting Find documents of the military
* Forgotten Forest, to and from: given after accepting Inferno
* Dark Valley, to and from: accept Find the entrance to the laboratory. This transition is disabled during the escape from X-18, forcing you to go to Darkscape instead; and also after talking to Fistful in Inferno until you kill Baboon or let him escape.
* to the Cave: accept Treasure hunter
	+ from the Cave: accept Miner's book
* Undiscovered Land, to and from: talk to Cyclop in Medicines for the Gynecologist
* from the Monolith Control Bunker: given for Report to Lightning

## Notes

* In S.T.A.L.K.E.R. Shadow of Chernobyl and Clear Sky, this area is also known as the "Garbage".
* The forest in the southeast corner of the map is one of the easiest places to farm Plague Rat Spleens due to the witches that spawn there. All zombies can be lured into the Grabber anomaly, which in turn will kill most if not all rats that spawn from them. Beware that this method will destroy your framerate due to the amount of entities spawning in and taking damage at once.
Components search

Docent can finish the incomplete Gauss pistol prototype you brought him, however he needs additional components:

* Flash ×3
* Battery ×3
* Black Energy ×6
* GIR "Gauss" MG72-GR ×2
* 300000RU as a payment for the job.

## Walkthrough

Gauss rifles can be obtained from Sakharov in exchange for Mama's Beads.

Bring all components to Docent. Wait 2 days for him to complete the job (he won't remind you, you have to remember it yourself). Return to him and grab the weapon.

You can also talk to Akill and show him the weapon.
Bar Heist

Bill's bar in Chernobyl-1 is currently serving mercenaries after they took over the location, which are using the backroom to store their loot. You can try robbing them.

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

## Walkthrough

The loot is stored in the backroom of the bar in the convenience store basement; the guards and customers won't attack you, unless you attack first.

The entrance to the back room is guarded by a merc with a machinegun. Trying to talk to him will result in the guards attacking you. This position is unfavorable because you're surrounded. Instead, you can kill everyone in the bar (except Bill himself) without talking. Once you attack anyone, 5 more mercs spawn outside of the bar as a backup, slowly coming to camp the entrance.

There are two safes in the room. One contains weapons and exoskeletons, and is open. Another one contains money and is code-locked. The code can be obtained from a drunk mercenary sitting on the bar floor; he looks like a Blackwater merc but has the standard randomized mercenary name. The code is **8597219034**.

After unlocking the safe with the money, the funny 21st century humor alarm sound effect will sound, and a squad of 16 mercenaries will spawn outside of the bar.

## Notes

* The alarm will not sound until you physically open the door to the safe, but the mercenaries will spawn when the safe is unlocked.
Carrier

Kalinin is once again asking us for our help. Ammo is running dry for both the bandits and the loners in the ATP, and mercenaries are starting to use this route for ammunition convoys. Our job is to steal one of their trucks and destroy the second. (Why not steal both trucks? Ask Kalinin.)

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

## Walkthrough

The trucks are located to the northeast of the bandit camp.

The mercenaries and bandits will be aware of your presence from quite far away and harass you as soon as you're in the area. One of the mercenaries will have a M60. Be sure to loot all of the mercenaries before doing anything else, as one of them will have the card from Kuznetsov's deck on his body.

You can destroy one truck now, but it's easier to drive back one truck while things are calm. Park it in the spot marked on the map and return to the other truck. It will only take a single F1 grenade to blow it up.

Immediately after destroying the truck, eight more mercenaries will spawn around the area (with another M60), and Kalinin will warn you that you're required back at the camp to drive off the bandits. Upon arriving, he will give you quest rewards and a squad of eight bandits will approach from the west.

## Notes

* As usual, all of the stalkers from Kalinin's camp will instantly die when faced with any hardships whatsoever.
* You receive the rewards and quest completion upon talking to Kalinin before the bandit ambush. Technically, you don't have to do anything to drive off the bandits themselves since Kalinin is invincible.
* Parking the truck in the proper spot can be finicky and precise; try to get it right in the middle of the marked circle.
* Corolla you get from Kalinin is one of Artifacts for Dragunov.
Dangerous job

Kuznetsov is open to the idea of assisting in the defense, as it falls within military policy to control mutants in the Zone. However, the details need to be hashed out with his military contact in Agroprom.

## Walkthrough

### Cordon

Kuznetsov directs you to a meeting point in Agroprom - the trailer to the east of the military base will be a safe place to talk to the captain without drawing too many curious eyes.

### Agroprom

Captain Filatov is also open to the idea, but needs you to remove the mines from CNPP-1 so that the convoy can reach Zaton unharmed. There are apparently "less than two dozen" remote activated mines all around the area.

### CNPP-1

In addition to all of the normal spawns, five turrets have been erected in various points of interest. These are all labeled on the map below and aren't too much of a surprise.

The 20 mines themselves are not a large threat. You'll be able to hear them beeping in about a 20 meter radius and they do not detonate on proximity, making them safe to traverse. Just make sure to back up an appropriate distance before shooting them, as the explosion radius may be larger than you'd expect.

Blow up all 20 and the mission will be marked as complete. Strelok will send a message to Filatov and there is no need to report to him directly.

## Notes

* It may be worth bringing along a flamethrower to deal with the massive concentration of mutants on the east side of the area, as many will chase you for long distances without letting up.
Electric Porcupine

## Location

* Sviblov's elimination cyclic in the Swamps

## Recipe

Can be bought from Informant for 150000RU

## Notes

* This artifact is incredibly weight-efficient radiation removal that also adds to Telepathic resistance. For this reason it's recommended to stack these instead of modifying them upwards into Snotty Porcupine or Stone Porcupine before you have access to other radiation removal tools.
Bad deal

Sviblov wants you to cover Freebie in a deal with mercenaries at the mill in Cordon, just in case something goes wrong. You have to do it inconspicuously.

## Walkthrough

After approaching the mill, Freebie and another stalker spawn inside, along with the mercenaries. You have to sneak up to them without being seen or heard. Sneaking fully crouched from the northern exit seems to be the safest route. Then Freebie will call for help, you can step out and kill all mercenaries.

After ensuring that Freebie is safe, report to Sviblov for your reward.

## Notes

* After this quest, Freebie goes to the Clear Sky base at Swamps.
* This quest might conflict with Krysyuk's PDA if Krysyuk is still alive, as both Freebie and Krysyuk happen to be at the mill.

## Bugs

* It's possible that Freebie will never return to the Swamps after this mission. After several hours, double-check that he arrived at the Clear Sky base (he should be in the barracks).
* You could cheese the mission by throwing anomalous grenades before Freebie calls for help, as the Clear Sky people are invulnerable. Stealth is still required, though. Here's a video with the demonstration.
	+ If you use this method, be wary of them potentially being hostile.
Compassion

After talking to Cross about the hunter's encounter with the bloodsucker, he implores you to remove the knife from the wounded sucker without otherwise hurting it.

## Walkthrough

There are no natural bloodsucker spawns in Forgotten Forest, so the wounded bloodsucker is easily distinguished from the local fauna: it's albino, it's noticeably slower than normal, can't go invisible, and will run away instead of attacking.

Repeatedly interact with it by pressing F to pull the knife out; the wounded bloodsucker will hit you twice for attempting to remove a knife. Make sure not to kill him.

Along with the wounded one, four normal bloodsuckers will spawn nearby, their area marked yellow on the picture above. They run with the normal speed, can turn invisible, and will attack you, making it easy to distinguish from the wounded sucker.

After obtaining the knife, return to Cross for some special ammo.

## Notes

* Before talking to Cross it's recommended to deal with the usual inhabitant's of the Forrest.

## Bugs

* This mission seems to be bugged, the Bloodsucker doesn't always spawn. In this case, try to replay from the "compassion" savegame.
Escort

We need to escort Vitya the Hologram to the Army Warehouses transition to the northeast.

## Walkthrough

Vitya is quite weak and dies easily, so before accepting this quest it's better to clear up the road from the normal Avenger and dog spawns, so you will have much easier time escorting him. There are no additional enemies that spawn for this quest.

While escorting him, make sure to avoid the minefields on the roads as well.

After reaching the Army Warehouses transition, your task tracker should update with the message. Talk to Vitya again to finish the quest.

## Notes

* Vitya's dialogue references another cave in the area, and a neutral stalker he sold the teleporter key to. Both will be key factors in the coming story quests.
Collector's stash Agroprom Underground

## Walkthrough

* **0:16** In a hiding place
* **0:47** In a ventilation duct
* **1:22** In a spiral staircase
* **1:45** Behind a switchboard
* **2:19** Under a grate
* **2:43** In a pile of broken concrete slabs
* **3:14** At the bandit camp

## Notes

* Burning Leaves is another powerful artifact that stops bleeding. It will probably be on your belt for a long time.
Deal with mercenaries

It's time to walk into the Blackwater mercenaries' trap at the Jupiter plant. All you need to do is show up to the promised meeting point on the overpass with the Gauss pistol in your backpack.

## Walkthrough

At 2:00AM, arrive at the overpass hallway between the two buildings, marked on your PDA map. The commander will spawn. Exhaust his dialogue, and he will die to Akill's sniper shot while you will be slightly wounded by the enemy sniper as well.

Mercenaries will then spawn all over the factory. A few will be below you on both sides of the overpass, so use your height advantage.

You have to find Phantom inside the factory; the territory is protected by 4 turrets.

1. on the container
2. on the excavator
3. behind the pillar, only a tripod leg is visible from this angle

The fourth turret is inside the factory, right behind the corner upon entering the loading bay (the final room), point blank.

Phantom's body will be behind shipping containers in this same room. Loot his nametag, cue sad music, and return to Akill. Immediately after speaking with him In a trap will begin.

## Notes

* While it's theoretically possible to complete At gunpoint and make it to the meeting place by 2:00AM all in one night, this is unnecessary for a couple of reasons:
	+ Three controllers, three bloodsuckers and a whole lot of Drowned zombies will harass you on the most difficult part of the factory with the two turrets. Getting there ahead of time to clear out the spawns will make things much easier for you.
	+ There is no punishment for leaving the meeting to another day, so take your time on the previous quest and change to a different equipment loadout if needed. In particular, it may be worth moving items to the laundry to prepare for In a trap.
* The dead-end pathway blocked by the crashed truck is an excellent hallway to farm headshot kills for the Punisher quest.
	+ The CheyTac M200 "Intervention" found in the previous quest is a good fit for the above, but you may want to save the .408 CheyTac rounds as they're useful for other applications.
A-Life

A-Life is the NPC simulation logic used in the S.T.A.L.K.E.R. engine.

## Unarmed NPCs

Unarmed NPCs have quite a chaotic behavior, panicking at the first sight of any enemy; sometimes that can interfere with certain quests. You can sell them any broken gun and one magazine worth of ammo for it, to have them think straight.

## Online range

Everything inside the 160m range around the player is considered to be "online", loaded into memory with full AI and physics simulation. Once the entity gets out of that range, it switches "offline", with heavily simplified logic on a 2D grid instead of the 3D space.

In OP-2.2, some NPCs are forcibly excluded from switching, and remain online even past switching distance. This makes long-range sniping missions possible (for example, in one late game mission you'll have to snipe targets across the entire Jupiter).

## Camp backups

Once any regular camp gets fully eliminated, it respawns somewhere in the certain location of the Zone, characteristic for these mutants or NPCs (for example Monolithians respawn in Labyrinth, pseudodogs in Forgotten Forest etc), and starts slowly walking back across the entire Zone, crossing transitions between locations, even those you might not have yet.

That's the reason you can sometimes get a squad of 16 Monolithians dumped onto your face in the middle of Yantar. You killed them in Central Pripyat before, they respawned at Labyrinth and transitioned into Yantar, exiting at the road. For the same reason, you can encounter neutral and hostile stalkers or mutants across the entire Zone, walking somewhere.

### Despawning

NPC bodies despawn after moving to a different location, provided they don't have any "important" items on them, such as cash, Monolithian ID tags, or quest items. On very rare occasions, the bodies won't despawn at all.

Any body that haven't despawned for several days will decay into a zombie, if not set to be permanent (for example Chemist's body in Forgotten Forest is scripted to not decay).

Empty mutant bodies will despawn once they get beyond the switching distance. Which is a nice way to filter out empty bodies from any carnage - just move 160m away and get back. Sometimes in huge fights, especially Wave of Mutants but also some others, they will despawn much faster even with parts still on them, to not become a hog for the game engine.

Most items dropped onto the ground won't despawn at all, except for broken weapons (condition worse than 50%).

Keep in mind that the engine handles stacked piles of bodies very poorly, with a heavy FPS drop accompanying it.
"Kurchatov trap"

**From Katana afterwards:**
Tears of the Controller

Katana informs Marked One that a merc invasion is about to occur, and she needs his help to drive them off. She instructs you to take the position on the rooftop of the city administration and support the Furies as a sniper.

## Walkthrough

After accepting the quest, a stash with the SVD rifle appears on the staircase leading to the rooftop.

Despite Katana's instructions, you don't actually have to go to the roof, as the mercenary invasion starts within 160 seconds of accepting the quest, regardless of where you are. The assault is split into 9 waves of 6-10 mercs each, spawning each 80-120 seconds at city outskirts and coming towards the city administration building. 5 of those waves are also supported by light helicopters.

The mercs will be fighting Furies, probably killing most of them. Katana is invincible and will clean up the mercenaries that don't wander up there, so the helicopters are your main job. Staircase entrance at the roof is a good cover and a good spot to fight them. You can sell Katana a broken machinegun and a magazine worth of ammo, if you want her to mow mercs down faster.

After killing all 5 mercs in the last wave, the quest will be complete. Report to Katana for your reward.

## Notes

* The artifact Katana gives you as a reward is a very powerful unique at this point in the game, and boosts your psi regen far more than the Sandstone.
* Vanga buys NATO guns at good prices and is a convenient place to dump all of the loot you can grab from the bodies.
	+ She is also notable for having the best prices for .45 ACP, 7.62x51mm NATO, and all types of medkits.
* You need to buy out Katana's old gun (a G36) for her to switch weapons. You will also likely want to buy her stack of 5.56 ammunition, otherwise she may pick up a broken G36 from the ground and switch back to it.
2nd part of the recipe

## 2nd part of the recipe

### Reward

Empty flask
Flask with blue reagent
Teleport to Yantar
Teleport to the Cordon
Teleport to the Bar
Monolith teleportation device
Moonlight ×3
Electrica grenade ×5
M-61 frag grenade ×5
Rucksack ×3

## Progression

### Leads to

3rd part of the recipe

The second part of the recipe for Resident Evil is located at Dump.

## Walkthrough

The full route is shown on the video below (timecode **4:14**).
Lucy Blue's Drag Race

* Season 4
* Season 3
* Season 2
* Season 1

**Lucy Blue's Drag Race** is a fan race created and hosted by Lucy Blue.

Lucy Blue's Drag Race, abbreviated as LBDR, first premiered on March 17, 2022, on the Drag Race Wiki, on Fandom, and was received really well, with positive reviews. The season ended on May 14 of the same year. The highly anticipated second season premiered less than a month later on June 4, 2022. After the first episode, issues emerged as the second episode was delayed for over a month, airing on July 29. Unbeknownst to the audience, this would be the last episode of season 2 to air. On October 5, Lucy made the announcement that the season was officially cancelled, and the final placements were revealed on November 12, 2022.

Following the cancellation of season 2, questions arose if there would be a third season, or if the franchise had ran it’s course. On November 27, 2022, Lucy announced the revival of Lucy Blue’s Drag Race, with auditions for season 3 opening. On December 11, Lucy announced that Lucy Blue’s Drag Race would move from airing on Fandom to airing on Discord, in the Lucy Blue’s Drag Race server. The cast of season 3 was revealed on January 23, 2023, and the season premiered three days later, on January 26. Season 4 is currently airing.

## Stands

█ The contestant won *Lucy Blue's Drag Race*.
█ The contestant was voted Mx. Congeniality.
█ The contestant was disqualified from the competition.
█ The contestant quit the competition.
█ The contestant was removed from the competition due to medical reasons.
█ The contestant returned to the competition after being eliminated during a previous season.
█ The contestant was eliminated earlier in the competition, returned.
* **Underlined:** Contestants that have returned for Lucy Blue's Drag Race All Stars.

## Judges

█ Host/Main Judge
█ Main Judge
False stash

Jupiter cargo complex:
Last Day ×13
Last Day (armored) ×12
Brotherhood white coat ×6

Murzo's stash in Jupiter:
Lock
Gauss cassette ×50
Rucksack

Ivantsov has a false stash in Wild Territory that we should follow up on to see how Murzo reacts.

## Walkthrough

### Wild Territory

The false note instructs us to fall through the anomaly in the radioactive house to get to the stash. While that will teleport you close to it, you can simply go there through the tunnel. It is located behind cargo containers near the wall.

Inside is a lock and an Additional note calling us to go to the container warehouse in Jupiter, along with a mocking postscript by Murzo. Beware the single bandit that will spawn directly behind you when picking it all up.

### Jupiter

A huge squad of Last Day troopers and white coats will be waiting at the cargo complex. Take them out and search the suspicious looking pot underneath a desk in the back room for the stash.

Inside you'll find the next chess move and Chessplayer's Dictaphone No24. Playing it closes the quest.

**"Blah, blah, blah... Well, Kalancha... I'll kill the bastard! He's been digging at me for a long time... For a long time! Now it's my turn to dig... a grave, in the Swamps! You'll find a clue to the last hiding place, in the grave of that celestial scientist. Maybe you'll make the last move yourself! I'm fed up with you righteous people! It's time to die for real, not on the chessboard! Amen!"**

This dictaphone does not correspond to a stash.
Assembling the modules: Part 10

After assembling all modules, Volazar wants you to do something special. The next stashes are only reachable by using the crow eggs that have been transmuted in anomalies. By ingesting them, you could fly.

## Walkthrough

The full walkthrough is shown on the video below.

### The egg

Travel to the UAV crash site at Jupiter. Find a stash with the anomalous egg in the bush near the UAV. Volazar contacts you and tells you the rules: you should take off your armor and weapons before eating the egg. You can equip weapons mid-flight, but equipping armor will end your flight.

### Teleports

After some time into the flying sequence, Volazar instructs you to land and start the usual teleport sequence. Finish it and reach the stash; pick up Rosin and Screwdriver kit.

### Unexpected encounter

Suddenly you're teleported into some place, unable to move and surrounded by a circle of non-aggressive bloodsuckers. Strelok and Volazar discuss who might have put a trap like that. Then a hologram of an unknown scientist with a pet snork named Herman approaches and talks to you. Strelok explains how he got a lead to these stashes. The scientist frees you, and offers a walk to the Jupiter factory.

Follow him; the walk could take a while. Wait until he stops, and talk to him.

The scientist's name is Ozersky. He is the same person who ordered Volazar give you the suit, and the same C-Consciousness scientist who brainwashed you and sent you with the Death Truck.

### Back to Volazar

Bring the Modified Nanosuit you got in Stash at the Military Laboratory, and both of the items you found in the current quest. Go to the Warlab and speak to Volazar. **In the dialogue, agree for him to insert the modules into the nanosuit.** You will get the upgraded version of it, which has the upgraded carrying weight and increased running speed.

## After the quest

Immediately after completing the quest, Sidorovich contacts you and asks you to help him with a problem. Talking to him will start The "bad" contacts of Sidorovich.

## Notes

* It is highly recommended to clear out the Mercenary and Monolith encampments in the Dried reservoir outside of the plant before eating the egg. Not only is the flying checkpoint there somewhat dangerous, but Ozersky will walk there to finish dialogue with you so you'll have to clear the area regardless.

## Bugs

* While flying on Jupiter, some players are unable to trigger the targets because of the game occasionally freezing due to the fast movement. If that happens to you, you can try setting switch\_distance=0 in config/alife.ltx for the duration of the flying. Make sure to return it to the default value of 160 after triggering the objectives! (or delete the alife.ltx from your gamedata folder).
Data search: "Hydra"

Kruglov wants you to search for a laptop containing the info on the new hemoglobin injector called "Hydra". The laptop should be in the hands of the mercenaries at Ironworks, probably in an administration building or in any similar one, but not outside the plant itself.

## Walkthrough

All three potential spawn locations are shown on the video below. The last two are guarded by mercenaries and a turret inside Krom's building.

After finding the flash drive inside the laptop, report to Kruglov.