recursal/Fanatic-Fandom huggingface dataset:
Pandora's box

Farmhouse in the Swamps:
Bandit ×6
Brotherhood white coat ×13

Now that we finally have full access to Brotherhood communications, we can begin to strike back where it hurts. Explosives in Jupiter can be intercepted and planted at the Prometheus cinema in Eastern Pripyat where Brotherhood leaders are going to be meeting shortly.

## Walkthrough

### Jupiter

The last of the communications we tapped in Tainted telephone are from a group of Brotherhood couriers being attacked by dogs in Kopachi village, northwest of the scientist bunker. Wipe them out along with the dogs and search the case just south of the house.

Take the ten Malokrovnik bombs along with their detonator to Eastern Pripyat to set up the explosives.

### Eastern Pripyat

Take out the local Monolith spawn so you have space to work. The placement of each bomb is shown on your map. Simply stand in the middle of the marked circle and drop one bomb and the marker should go away to confirm correct placement.

After all ten bombs have been placed, the quest is marked as complete and Kalancha's supplier radios you to request assistance - he's pinned down in the controller farmhouse in the Swamps and has important information for us.

### Swamps

The farmhouse will have all of its normal spawns in addition to a squad of white coats. Get rid of everything and speak to the supplier - he says the Brotherhood meeting is going to start soon, but to look for a stash in the farm before leaving. Brotherhood of the Anaemics advances and Fly in the ointment begins, but make sure to take out the backup that streams in after the conversation.
Injection

Sakharov wants you to test an experimental fear-inducing drug on electro-controllers living at CNPP-1, and gives you three injectors with it.

## Walkthrough

You have to find three electro-controllers (with the blue skin), chase them and press F on them at the point blank range. Having several Battery artifacts on your belt will probably help with this.

The controllers must be kept alive.

## Notes

* CNPP-1 might have other electro-controllers, injectors won't do anything on them. You might want to clear out the location before accepting the quest if you find that a problem.
Flight log

After telling Kostya that Akim raised the price for his rifle, Akim reveals that the reason is unforeseen difficulties caused by frequent helicopter patrols of his smuggling route. He wants you to steal the flight log from the safe in the Agroprom military base.

## Walkthrough

The military base is guarded much heavier than usual, with a BTR camping the road and armored militaries all over the place, and an additional small squad at the factory complex. After opening the safe inside the southern barrack, you discover that it's open and empty, and there's no log to be found anywhere. Akim hints at Agroprom Underground as the possible escape route for the rest of the military.

While searching the underground, Marked One realizes that they must have escaped through the other exit at the factory complex, and contacts Adrenaline. Adrenaline tells him that some military squad just appeared from the Underground and is fighting others at the complex. Near the exit, more militaries wait for Marked One in the bandit chamber.

Warning: exit from the the Electra passage to the bandit chamber has been mined. You can pick the mines up, or blow them up, just don't step on them.

After exiting the underground at the factory complex and finish off what's left of the bandits and militaries, search the bodies and you'll discover the flight log. Bring it to Akim, and receive Kostya's rifle. Return it to him.

## Notes

* As always, time your Agroprom visits properly to avoid dealing with angry Sherstyuk.
* The BTR on the road to the military base can be ignored; it will despawn after the mission, which is exceptionally rare in OP-2.
Fuel warehouse

Aahz needs your help clearing the military from Jupiter. Apparently, a fuel depot near the plant has been uncovered, providing a vital supply point for military incursions. Unless you destroy it, the military will gain a permanent beachhead for future operations in Jupiter, threatening stalkers in the area.

## Walkthrough

This is another huge military incursion into southern Jupiter. Unlike The medication for Kuzka's mother, the military will already be set up and entrenched in their positions rather than going on a path to them. Much like that quest, the military will fight with the local NPC spawns so it's actually better to start the quest on a fully populated map.

There are five total APCs on wide-open spots on the map, warranting PTRD usage or a large amount of underbarrel grenades to take them out from a safe range.

Here's the mission schematic.

17 of the soldiers are marked as specific targets for this quest. They aren't visually different from others, but the quest will only advance if you find and kill all 17 of them, as well as all five APCs, so you'll have to search everything shown on the schematic.

The fuel depot on the schematic above is actually a bunch of fuel barrels. You have to blow them up; make sure to not miss any. If you haven't wiped the location out before the quest, you'll likely have them exploding before you even get there, as the Monolith will be fighting military in this spot.

After killing the soldiers and APCs, and blowing the fuel depot up, report to Aaz for your reward.

## Notes

* At the fuel depot itself, the soldiers will fight with Monolith normally spawned there and often trigger the explosion on their own. Don't worry if the notification takes a little while to appear.
* Like many other quest enemies, the military is allied with the local mutants and there is no point in trying to pull them together.
Bridge capture

A rather diverse group of friendly stalkers will be at the entrance to the Red Forest. Their leader, Shadowman, will have some words for you.

## Walkthrough

Advance onto the bridge checkpoint and take out the mercenaries; the small squad of Freedom and Clear Sky will follow you.

After all are dead, make your way north to the mineshaft building to speak to Shadowman again.

## Notes

* Selling a powerful broken gun like an M60 to Shadowman can make him carry this quest and the next one, as well as clear out the road to the mineshaft from giant mutant bears if you follow him.
Get out of Dark Valley

A group of military has blocked your way to Barkeep through Dump, so you have to escape the Dark Valley through a different route.

## Walkthrough

As you exit the X-18, Sidorovich gives you the info on another exit from Dark Valley, through Darkscape which seems to not be blocked. Meanwhile, the military are everywhere in Dark Valley. There's a BTR, helicopter and a squad of soldiers blocking the exit from the factory; a BTR and another squad blocking the road to Dark Valley; and there are some soldiers on the bridge, at the bandit base and at the Dump transition (disabled at the time).

Proceed to the south of Dark Valley, and a BTR will roll in through the gate, together with a small military squad. Kill them and exit to Darkscape. Travel through the entire location to Cordon.

## Notes

* If you take the helicopter down, it won't fall immediately, only after crossing the location.
* You can have Sidorovich take a look at X-18 documents while you're in Cordon, he will pay you 1000RU for that.
* Unlike vanilla Shadow of Chernobyl, Kuznetsov and his men will not attack you, even if you complete this mission.
* Make sure you bring explosives to get rid of the BTRs. If you ignore them they will continue to be incredibly annoying every time you visit the area.
PDA of deceased Krysyuk

Krysyuk is dead, but Hog still wants you to get the PDA he stole. He says that Skimpy was his friend and might know something.

Part of this quest is unmarked.

## Walkthrough

Like the previous quest, this one involves quite a lot of running back and forth with no tracking.

* Talk to Skimpy. After threatening him, he agrees to say where Krysyuk hid the PDA, but he wants Hunter's gun for that.
* Go to the Bar and speak to Hunter (his dialogue will only be available after completing Family shotgun). He wants two packs of beer in return for his gun.
* Return to Skimpy and tell him about the price. He will tell you about the Slick's stash at ATP which contains beer, located on the roof of the mill. It will be marked on your map, and is fairly trivial to find.
* Grab 60 cans of Beer of unknown origin fom Slick's stash (that's 30kg total) and give it to Hunter. Receive his TOZ-34 "Hunter" in return.
* Bring the gun to Skimpy. He will tell you about the stash at Cordon's ATP with Krysyuk's PDA.
* Grab the PDA and return it to Hog. He will give you a recipe and his stash at Army Warehouses near the crashed helicopter as a reward. The stash is marked on your map and is straightforward to find.

Additionally, the door to the armory at the first floor of the bandit base will unlock. Grab the contents first before the bandits do it; keep in mind that it weighs **44.1kg** total, make sure you can haul that!

## Notes

* Slick's stash contains 60 cans of Beer of unknown origin, but Hunter only needs 40. You can spend the rest on whatever you want, for example  Skimpy's cyclic quest for 5 unknown beers or Dan's Special beer.
* After finishing this quest, it's possible to receive Hug's reward multiple times by randomly rolling his named stash, although the chance is really small.
Ghostly hope

Kruglov partially deciphered Ghost's diary with a Computer you brought him from X-18, and found a lead to Yakut in Army Warehouses. Yakut advises to look inside the tunnel leading to the X-10 entrance, at Radar.

## Walkthrough

The tunnel is being camped by five Avengers, but Ghost is really here!

Ghost tells you his story; that people from the Last Day group tried to hunt and kill him because he killed their former leader some time ago. So Ghost found a double while he was on the run, and the double got killed.

This quest ends the "Search for Ghost" storyline.

## Notes

* As you know from The Blend's flash drive, this is the same group Gavr was working with to take over the Monolith. You've already seen one of them in Holdup.
Old-timer's stashes

## Walkthrough

For these stashes, you'll need a Monolith teleportation device, because it teleports you to the roof from which it's easy to access the crane; this roof is inaccessible in other way without jumping artifacts. You can obtain 5 of those for the Controller's brains quest.

The video below starts from that roof. If you wonder how the first jump is done, read about Game physics and watch the video there explaining the long strafejump with this exact place as the example! Alternatively, you can make the jump easier using the jumping artifacts.

There are 4 stashes total, they all have several spawn variants.
Old-timer's backup stashes

As you find the last Old-timer's stash, Kostya drops his last message on your PDA. It says that Old-timer left his final backup stash in Central Pripyat; it's hard to reach, and can only be accessed from the central square.

## Walkthrough

As you pick up the PDA in the stash, you are sent to another location with a note dropped into your PDA. The route to all 3 stashes is shown on the video below.

**The final stash in Yantar cannot be escaped from without using a teleport.** Bring any working teleporter device, or at least one Teleport artifact.

## Notes

* Old-timer's teleport that you find in the final stash is able to teleport you to a random Soviet monument across the Zone. It consumes a Teleport artifact on each use.
Moonlight

## Recipe

Recipe obtained as reward for completing Photo of an embryo

## Notes

* Can be used to charge Exoskeleton battery Via Portable battery charger
* The normally useful stamina bonus is entirely superseded in this modpack by artifacts found throughout the Collector questline.
* One is required for each use of a consumable handheld teleport to the Bar.
Illegal order

Deserter wants to bring justice to his commanders who led him and others to a slaughter which is the Zone. For this, he wants you to get the illegal order issued to them, which is being kept in a steel safe on the first floor of the military base.

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

## Walkthrough

At the military base, you will be met with additional resistance, with one soldier carrying RPO-A. One of them on the roof will have a playing card. Deserter's info is slightly incorrect, as the safe with the order is on the second floor, not first. Grab it and return it to him.

## Notes

* Both the military and the documents actually spawn on accepting Sack of "weed".
Gauss installation

In return for info on Hook's whereabouts, Chine is asking for photographs of four separate angles of the gigantic Gauss gun in the testing facility under Zaton's Iron Forest.

## Walkthrough

The angles aren't hard to find with the upgraded camera viewfinder. Deliver the photos to Lanky behind the Bar for Hook's current location.
Panther's murderer

A continuation of the mission to hunt down the Last Day troublemakers in Cordon.

## Walkthrough

Marked One will contact Klyonov and ask him if he still has the Photo-Gun. Klyonov will readily teleport it to the staircase leading to Sidorovich bunker.

Ghost will also message and tell you that he had a fight at Generators with several invisible men from the Last Day Hog told you about, and that Maximilian escaped his watch and ran away somehow.

Marked One will send a message to Chernomor, asking him about the properties of the Photo-Gun. Chernomor calls him for a talk.

Head to Yantar and speak with Chernomor. He says that the Photo-Gun was created by the blind weaponsmith from Last Day, and that every Last Day member has a mark which is visible in the Photo-Gun viewfinder. He'll give you a photograph of the loner village in Cordon that shows where the user of the Photo-Gun is to stand.

Go back to Cordon and stand on the corner of the building circled in the photograph. **BUG WARNING: Unequip your primary gun!**. Focus the Photo-Gun on the target in red, and shoot. The resulting photograph will have a stalker highlighted in red with the word "Scram" printed underneath.

Find the stalker named Scram by the campfire, wearing a brown leather jacket and balaclava. Exhaust his dialogue where he gives himself up but still feigns ignorance of the greater picture.

Talk to Panther's father, give him the photo, and the Intruder task starts.

## Notes

* Scram carries an IMI UZI, an unusual weapon even if he is undercover.
* You still lose reputation for murdering Scram since he is technically a loner despite being a Last Day master in disguise.
* It's unclear how Marked One figured out to use Photo-Gun to find the infiltrator, in the first place. It looks like an oversight.
Mystery of the islands/Generators

## Walkthrough

The island at Generators is located over the lake. Here's the full route:

Don't forget to pick the decoder up.

After grabbing the decoder, the encrypted note will be added to your PDA. Prime will message you and say he will decrypt it later. Devotee will also message you, saying that some woman is looking for you at the Rookie village.

### Cordon

Head over to Cordon and look for Maria. Speak to her and agree to help her. This will start Maria's boyfriend.

## Notes

* The bonus stash info will be available down the storyline, after completing Liberation of the Slavik the Bullfinch's squad.

## Bugs

* The final teleport in the sequence is bugged and will often instantly kill you. Try not to quicksave when you end up inside one of the generators.
	+ If you do end up in a save/death loop, spam your First aid kit hotkey in the loading screen. They will apply and you can possibly survive with about 5 uses and some bandages after the fact.
Making flasks

To put Fenrir on life support, you should cook Flask with red reagent ×4.

## Walkthrough

Use the recipe for the red flask you obtained in the previous quest. The recipe in your PDA seems to be bugged, so refer to the OP-2.2 Recipes page.

Once you have 4 red flasks, bring them to Proper70. He advises you to speak to Resident Evil for a surprise.
Homemade pies

Strelok is sick of the bread, canned food, and sausages that make up his regular diet! Good homemade soup and pies are the real stuff. We'll need a gas stove, gas bottle, and a refrigerator to make this dream a reality.

## Walkthrough

Head to the Dump in search of these items in the piles of junk. One item will be located in each of the three piles, and all together are 35kg of undroppable quest items.

Go back to the Swamps, and the items are automatically placed upon entering the room. The quest is marked as complete and Exclusive entourage starts.

## Notes

* The fridge will automatically be stocked with five each of Vodka, Chocolate bar, Beer, Sandwich, Canned food, Sausage, and Bread along with three each of Flask and Energy drink.
In the footsteps of the Pathfinder

According to Akill, Pathfinder was assigned to deal with Freedom, in case they have EM weapon samples from the Monolithians killed at the Barrier. You should talk to someone from Freedom, somebody should have seen him.

## Walkthrough

Head over to Army Warehouses and speak to Screw. He will say that Pathfinder was here and annoyed everyone with questions, then he went off to the bloodsucker village to ask Morose about the broken Gauss rifle Freedomers had.

Move to the bloodsucker village. At the house adjacent to the water tower you can find Pathfinder, guarded by 4 Blackwater mercenaries. Talk to him to find out that there's a bomb with a motion sensor at his feet set up by mercs, ready to go off if he moves.

After the brief talk, mercenary backups will arrive into the village, starting Out of the frying pan into the fire, in which you obtain the flash drive, finishing this quest.
Hostages

After getting cured from radiation poisoning, Cat continues to investigate Monolith appearance in unusual locations, with your help. Recently, a group of Monolithians was spotted in Agroprom. It would have been nice to have one of them talking.

## Walkthrough

The Monolith group can be found behind the military base. There are 4 Monolithians and two captive stalkers, Chuk and Gek.

Kill the Monolithians and speak to any of the stalkers. They will agree to talk once they're safe, so lead them to the factory complex to other stalkers. STALKER AI is notoriously erratic for unarmed NPCs, so you can either sell them Monolithians' rifles with one magazine worth of ammo, or clear the location beforehands; however it's entirely doable without any of it. Warning: do **not** take the east way around the military base, or you'll bump into Sherstyuk under the power line, and he will mow both of them down.

After bringing Chuk and Gek to safety, they will tell you their story. Monolithians captured them in Dark Valley, and forced to dig a pit there. At first, they feared they're digging their own grave, but it didn't seem so. Monolithians have also been talking about some towers to transmit some kind of signal, and talked about some other guy in a respectful manner.

Report to Cat. He says that a legend about Black Doctor might be true, after all.

## Notes

* Neither Chuk nor Gek aren't important after this quest, don't bother protecting them.
Holdup

After Confronting Gavr, you find that your PDA is missing; it must have been stolen by mercs while you were unconscious. You decide to ask local stalkers whether they've seen anything suspicious.

## Walkthrough

Go to the checkpoint at the Freedom base entrance, and ask Sir Barmaley, who is a guard there. He will say that two Gavr's men walked out of the base recently, dressed into Freedom uniform, and will send you to Yakut at the stalker camp.

Yakut will tell you that he did see those suspicious guys, and heard them discussing the best ways to hack into a PDA. He will point you to the mercenary outpost. Go there, kill them and retrieve your PDA from the body of a person named Sonder from a mysterious group named Last Day - you have 8 minutes to prevent them breaking into your account and steal all your money. Eliminate the mercenary backup forces in a fight similar to the one with Joker's group, albeit much smaller.

After picking your PDA up, your account will be restored, if you did it in below 5 minutes. Otherwise, 10% to 30% of your money will be lost, depending on how fast you were.

Go and tell Yakut that you avenged Fang and other stalkers killed by these mercs. This ends the quest and the storyline.

## Notes

* Yakut can't believe his ears when he hears about the Last Day, as he thought that the group is long gone. Things will be much more clear in other storylines.
* If you didn't repair your PDA during the Broken PDA quest, your PDA will be working again after picking it up. Please note though that the repair quest is really important for the story, and you should do that regardless!
Mystery of the islands/Yantar

## Walkthrough

The island in Yantar is located over the swamp. Here's the full route:

Start by climbing the dead tree, then jump over to the first island, then to the next one, then jump into the invisible teleport as shown on the picture below. This starts the teleport sequence.

### Teleport sequence

After that, you will be sent onto the middle island. Jump to the final one.**Don't forget to pick the decoder up.**

### Bonus stash

Upon picking the decoder up, a note is added to your PDA with the location of the bonus stash: "in the Dead City, in one of the houses along Ryabko Street".

Here's the full route:

**Reward: Teleport to the X-8 lab.**
Healing Prime

Prime has been badly burnt saving stalkers from a fire on the Skadovsk, and wants Marked One to find a cure for him. He will need a special ointment from Kalmyk and pills.

## Walkthrough

### Swamps

See Kalmyk in the Swamps. He'll give up the ointment immediately after hearing what it will be used for, but with a warning that it must be submerged in Fruit Punch for an hour. He'll also give us a lead on the pills - Shura the Gynecologist in Undiscovered Land should have what we're looking for.

#### Cook the ointment

The ointment needs to be dropped into a Fruit Punch anomaly for one hour. Try not to accidentally eat it in the inventory. You can manually drop it or use the Transmutator at a safe distance. After an hour there will be the normal notification that "transmutation" is complete.

### Undiscovered Land

Travel to Undiscovered Land and talk to Shura in the Infirmary. He will be similarly sympathetic towards Prime and gives up the Pentoxyl for no charge.

### Zaton

Return to Zaton and give Prime his medication. He'll tell you about a man recently arrived in Zaton who is clearly not a local. He's been asking about you, and is waiting in a cave to the northeast of the Skadovsk. Fenrir is also curious about the identity of this man and encourages you to figure out what's going on before continuing his questline.
Either through inaccurate information or a typo on the developer's part, Prime is lying and the man is in a cave to the **northwest**.

Enter and speak to Hiko to start the "Interpol in the Zone" questline.

The Sniper storyline can't be continued until you start the quest named Mystery of the "Photon" product in the Interpol storyline.

### Prime recovered

After completing the next mission in the Sniper storyline, you come to Zaton and discover that Prime finally recovered from his burns, returning back to his normal color. Speak to him; he will reward you with the information, starting the quest Stashes at the bandits' base, and **warning that you have limited time to get them before others do**.

## Notes

* If you try to speak to Doctor about pills that help with burn injuries, he indignantly replies that he is not a pharmacist.
Getting started

## Money

Money isn't typically required for obtaining most items used by the player directly (ammo, guns, armor, repair kits, medkits etc). However, it's required for many other things, especially hoarding and teleports. Late game stages are practically shaped by how much money you have to spend on teleporting around.

In the early game, when you have almost no money and need to spend a lot, there are several ways to quickly make some:

* Nimble's chain quest, nice and easy one
* Arena at the Bar

The main source of your income remains to be selling looted guns and exosuits to Petrenko (Eastern Bloc guns and exos), Skinflint (NATO guns), and Sakharov/Clear Sky trader (shotguns). Sakharov also accepts mutant parts for a good price.

After finishing the SoC story, a trader Bourbon comes into Pripyat's hotel. He buys all the scrap you have left after Freedom, Duty and Monolith fighting in Pripyat, for almost the full price of Petrenko and Skinflint. That makes Pripyat a really profitable spot for making money, without having to haul all that back to the traders.

Similarly, ATP might be a good location to raid from time to time, as it's close to both Petrenko and Skinflint, and bandits drop heaps of loot.

## Assassinations

Refer so Cyclic and chain quests#Assassinations.

## GPS trackers

You can buy GPS trackers from Akim, Barkeep and other traders. They are surprisingly versatile. You can drop them on the ground and activate, they will create a marker on your map. You can sell them to any NPC and track their movements. You can put it into a vanilla container, which will create a mark with container contents on your map, and will signal if anything gets stolen. (yes, some vanilla containers can still be stolen from, for example the stash at Duty village in Army Warehouses)
Gas attack

X-16 laboratory:
Big-nosed ghoul x15

It's said that Sakharov and Kruglov have been developing a high-tech mutant sensor that can detect living beings for kilometers around. We'll visit them in Yantar to see what they'd want in exchange for one being installed in Zaton.

## Walkthrough

### Yantar

Mutant attacks on the stalkers in Yantar are becoming more and more common, and Sakharov proposes that we gas their lairs underneath X-16 laboratory.

To do this, we'll need Perin-B3 gas canisters that were lost in a military convoy heading through Zaton.

### Zaton

The military convoy is located on the broken bridge just north of the processing plant in southeastern Zaton. German mercenaries have dug in on and around the bridge, with 12 men stationed just north and south of it and four turrets installed directly on top of the bridge. Luckily these are all quite exposed and easy to spot from range.

An APC just south of the bridge may catch you off guard, but you can approach from the side due to ample cover and toss a grenade right underneath it. Mount the bridge and search a box in the bed of a truck for the three Perin-B3 canisters.

### X-16 laboratory

Sakharov's prior warning about the dangers of the gas means we have only five minutes to place all three and exit the lab after opening the first canister. The locations of all three are noted in your PDA and pictured below.

After activating the first canister, 15 big-nosed ghouls will spawn all around the laboratory. While you could technically ignore them, killing them quickly will make your life much easier. A flamethrower, shotgun, or machinegun will do the job nicely. Exit the lab after activating the third canister and talk to Sakharov again, opening Motion Detector.

## Notes

* The quest dialogue from both Strelok and Sakharov references bloodsuckers as the target of the mission, but the actual mutants you encounter are big-nosed ghouls. This may be a carryover from an old version of the quest.
* On the Zaton bridge, grab the bonus stash with the handheld M79 grenade launcher if you haven't already.
* Each gas canister weighs 7.8kg, so all three is 23.4kg.
* Despite the fact that this would make a lot of sense, you cannot pre-place all three canisters and then activate them in order. The first canister must be placed and activated before moving on to the other two.
Female Sentimentality

Elsa wants us to recover her diaries from her incarceration in Dead City. They should be inside a cabinet in the school building with the columns.

## Walkthrough

A few more Last Day soldiers and one Brotherhood white coat will be stationed at the school. The diaries themselves are located on the second floor in one of the top shelves of a cabinet.

After picking them up, Sakharov will message you that his analysis from Injection analysis is complete, and we should come see him. The quest closes after speaking to him.
Infiltrators

Hog said that the Last Day infiltrator carried a large backpack over to Cordon. This is probably one of the bombs mentioned, and Marked One needs to stop them from blowing the stalker camp up.

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

## Walkthrough

Travel to Cordon. Marked One will contact Panther to warn about the explosive device that the Last Day infiltrators managed to carry into the Rookie village. Panther replies; turns out she already found the bomb, and wants to carry it to the safe distance. The timer is set to 10 hours 30 minutes, so you don't have to worry.

Move to the Rookie village, find Panther's father and speak to him, telling him about Panther's intention. He will lead you to her, running at the direction of the military checkpoint. In the following message exchange, Marked One tries to convince Panther drop the backpack, but she refuses and tries to carry it further; then the bomb blows up and Panther dies in a massive explosion. Panther's father wants to kill himself, but Marked One stops him, promising to find her murderers.

Once her father returns into a basement in the Rookie village, speak to him. He tells you about a portal in one of the basements in Limansk that presumably leads to the Dead City. However, to use it you will need:

* The access code to the room with the teleport
* The activation code for the teleport itself (Marked One guesses that it's the code from the Picture of the Monolith)
* to remove the protection from the teleport control lever

After that, Panther's murderer is triggered, as Marked One still needs to find the disguised Last Day infiltrator in the Rookie village.
Ghost's diary

After you disabled X-16 brain and found the body of Ghost, Kruglov still can't believe that such a professional like him died that easily. He recalls that before heading to X-16, Ghost send him the coordinates of his stash with his diary, saying that Kruglov can take it in case he doesn't come back from the mission.

## Walkthrough

The stash itself is located in Agroprom, under a bush next to the northern fence, in the center of the circle marked in your PDA. The area is heavily irradiated.

After taking the contents, an ambush of 9 Avengers will spawn around. Kill them and deliver the Ghost's diary to Kruglov.

Kruglov says that the diary is essentially unreadable and you need to check Barkeep for any traces of Ghost.
Kolmogor's sister

Turns out that Panther is Kolmogor's sister. He ask you to get in touch with her and bring her to Old Village.

*Parts of this quest are unmarked.*

## Walkthrough

### Radio exchange

After completing Headquarters of the hit squad, Strelok will send off a message to Panther.

After Inspection of the village, approach the transition to Limansk in Old Village. She informs you that she's somewhere in the Swamps, and gives you some approximate coordinates.

Take transition to Limansk. Upon entering Limansk, Strelok will send a message to Fang about locating a direct transition from the Swamps to Old Village, if it exists.

### Meeting Panther

Travel to the Swamps. **It is highly recommended to clear out the boat station and the vicinity of hole in the fence before approaching Panther.**

Approach the spot marked on your map. You'll receive a response from Fang about a possible path back to the Old Village around the boat station. Speak to Panther. Turns out that before you wiped the Old Village clean, someone threatened to kill her brother if she won't turn up there, so they were clearly targeting her, just like Skygazer in Meet Skygazer.

### Bringing Panther to the Old Village

Head north, towards the spot marked by Fang on your map. As you go that way, there will be a small Sin squad in the area, but when approaching them the screen will flash. A controller and two small Izlom will spawn nearby. Continue moving north to find Sin member named Swamps Connoiseur, who will give you Mopping-up operation in exchange for information on the real transition.

After completing the quest, return for Panther and lead her to Swamps Connoisseur. He will escort you both to the transition.

Bring Panther to Kolmogor and talk to him to close the quest and start Village defense.

## Notes

* The Panther spawned in the Swamps is a different entity to the normal one and will be neutral towards you regardless of your reputation with the regular one. Once you reach Old Village the real one will be spawned in.

## Bugs

* When being led through the Old Village, Panther may get stuck. Reload if that happens, and use another way.
Overdrive

Sidorovich sends you to the Swamps, to drive his buggy back to the bunker.

## Walkthrough

The buggy is parked at the machine yard in the Swamps, where Dan is located. You have the choice of driving to the north transition where you will need to clear the Avengers camp and pay vodka to Kuznetsov's men, or driving to the transition by the southern farmstead through the swamp which can be frustrating due to the terrain and the terrible handling of the buggy.

Turn the engine on by pressing **B** (by default). After arriving into Rookie village, park the car in the spot marked on your map specifically for this mission, under the tree near Sidorovich's bunker. Talk to Sidorovich.

## Notes

* Northern route might sound attractive, but at Cordon Railway Bridge the road is extreme narrow or even blocked for the buggy. Examine this passage before you try this route. And record a video! On Youtube isn't any for this route.
* Keep in mind that if you didn't clear the military checkpoint yet, after exiting the Swamps through the southern farmstead you will be immediately (\*) blown to pieces by a BTR, as the exit is within its attacking range. (\*) In OP 2.2 you have a small time window were you can escape the BTR attack.
* It's possible to receive this quest before getting the transition to Swamps. You can obtain it from Devotee in Protect the novices camp from the mercenaries.
* The buggy will stay there for the rest of the game. You can use it to transport goods if you want, by dropping a backpack on it.

## Bugs

* Sometimes, you can get the buggy stuck with no possible exit. Save often to avoid that.
* Saving while inside the car can make you stuck on load. Quit the car before saving.
KORD Machine Gun

An absolute beast of a weapon, spitting out 12.7x108 mm toward your enemies.

## Notes

* You will need an exoskeleton to carry the weapon.
	+ The exoskeleton restriction only applies to the player, as the NPCs can simply yoink the machine gun from you.
* The gun prevents you from running.
* Interestingly, the KORD machine gun supports the base cartridge (12.7x108 mm AP), unlike other machine guns like the M60 or the PKM (6P6), which only support the machine gun round.
Lost document

Wolf is asking you to find a document that was lost while traveling through the Electra tunnel in Cordon.

## Walkthrough

Don't forget to check in with Sidorovich, as Wolf tells you after you bring him the document. He will have additional dialogue leading to Inferno.

Kuznetsov, the military man guarding the broken railway bridge, can be contacted for ammunition and other supplies according to Wolf. We can now speak to Kuznetsov for Kuznetsov's deck and a whole host of other jobs after accepting.

## Notes

* You learn the recipe for Flash from the document itself as you pick it up.
* This quest can be conveniently combined with Kostya's stash, Cordon, because it teleports you into the middle of the tunnel, right to the document.
Hunter's stash

Zakhar told you that a hunter from his group once had an embryo of a Monolithian. If it's true, then the embryo of Shadow of the Monolith should also be possible. Hunter's stash is somewhere in the book store in Eastern Pripyat.

## Walkthrough

The route to the stash is shown on the video below.

Inside, you find the recipe for the Monolithian embryo.
Miner's book

After recalling the  dream he saw in the Rookie village, Marked One is asking Miner to return the Monolith shard he left him to keep, and also some advice on the location of the treasure Baldy sent him for.

Miner tells you the location of the treasure for Treasure hunter and how to get out of the Cave, but for the Monolith shard he wants you to return his book from the Forgotten Forest, saying that a lot of people died for what's written in it. He also wants some mysterious thing only Doctor knows about, so you should ask him (leading to Doctor's locket).

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

## Walkthrough

Head to the Forgotten Forest to find the book he wants you to pick up. Deep in the southwest corner of the forest, near the crashed helicopter there will be a rock formation littered with skeletons, and the book is on top of that small pile.

Immediately after picking up the book, you will be rooted to the spot while a conversation between soldiers occurs over the radio. The conversation ends as they notice your presence near them, and the soldiers will spawn in as soon as you regain control of your character.

Return the book to Miner for your reward.

## Notes

* While booking it out of there seems like an excellent idea since fighting deep in the foliage is hugely disadvantageous, the squad should be completely taken out as one of the soldiers holds a playing card. What you can do instead is run to the east and pull the soldiers out to a more open area while being careful of flanking attempts.
* One of the soldiers is holding an RPO-A rocket launcher and fully intends to use it.

## Bugs

* If you run too far back for the soldiers to unload from the online range, they could remain stuck in the bushes, aiming outside of the map. Picking them with a computerized scope is the safest option in this case. Here are some computerized equipment (i.e., the ones with target recognization) available in the early game:
	+ FN F2000 "Executioner" obtainable for 250000RU after Old documents: part 4
	+ AWP "Antikiller" from The obtained trophy (i.e., killing 50 Monolith masters and taking their dogtags).
	+ BPOs Binocular obtainable at the military shelter at CNPP-1
Mortal combat

Devotee agrees to send the additional Loners' to help in the bandit ambush, if you can get him five special bulletproof vests "soaked" with protective artifacts from the military. As usual, it's time to go see Sherstyuk in Agroprom for illegally-obtained military supplies.

*Parts of this quest are unmarked.*

## Walkthrough

Head over to Sherstyuk. He tells you that these special bulletproof vests have already been issued to an elite military unit that was under Akula, the military commander you killed in City clearing operation previously. They want revenge, and they've issued a challenge for you to meet them in the Agroprom Underground for a pistol fight, single shot only. Akula's men are known to be real scumbags, so Sherstyuk won't mind if you get rid of them, and will even give you one vest as the extra reward.

Equip a valid weapon and make your way to the underground entrance.

The four elite troopers are spread throughout the Underground. They are heavily armored, and you will likely need to aim for headshots or use large caliber pistols like Desert Eagle Mark XIX to take them down in one shot. Each one has one of the vests and a PYa "Grach" 9x21 pistol on their body.

Return to Sherstyuk for the promised fifth vest. Bring all five vests back to Devotee.

## Notes

* Using any weapon other than a single-shot pistol will fail the quest.
* Each vest weighs **9.80kg**, so be mindful of your carry weight. If you have the Agroprom-Cordon transition it should be a short trip back to Devotee with the **49kg** of quest items.
Good deal

You arranged a deal with Sir Barmaley to buy his Glock 23 for 3000RU and Antizombine.

## Walkthrough

You give Sir Barmaley 3000RU at the start of the quest. Giving him Antizombine finishes it.

## Notes

* Considering that you can buy a Glock 23 for 6600RU from Adrenaline and Antizombine costs 10000RU, this is **not** a good deal by any measure. However you can find it early on in Old documents: part 2 and Old documents: part 3, so it simply becomes "Glock 23 for 3000RU" for you, which is good.
* Glock 23 is one of the guns needed for Test of pistols.
* If you don't have 3000RU, your account can actually get negative after accepting this quest.
Forester

Cross wants you to help him with a mutant he calls "forester" that bothers him every night by chopping trees.

## Walkthrough

Forester appears in the Forgotten Forest every night from 12:00AM to 6:00AM, just like Cross said. He can be heard from afar by the typical mumbling of an Izlom he's making.

Forester is surprisingly tough and fast; it can be easier to lure him to Cross and make him kill Forester himself, as Cross is invulnerable. However, killing him by yourself shouldn't take more than several full shotgun headshots.

Forester drops the Hatchet. Collect it as a proof and report to Cross.

## Notes

* Hatchet is a very rare melee weapon, and repairing it is hard in OP-2. It's probably better to toss it into a stash for the chain quest.
Kostya's stash, Pripyat

Kostya have been looking for one artifact for a long time. They say that with it you become almost invulnerable. He learned that information about it can be found in Pripyat. There should be three caches in Pripyat.

* In the kindergarten.
* At the hotel.
* In one of the residential buildings.

This quest is triggered automatically when you finish Kostya's stash, X-10.

## Walkthrough

All spawn variants are on the video below.
Mole's PDA

Mole asks you to bring his PDA he dropped while running away from the military. It's inside the tunnel at Agroprom.

Parts of this quest are unmarked.

## Walkthrough

As you approach the PDA, a military squad led by Major Brazhnikov will block the tunnel exit, giving you two minutes to give Mole's PDA to them.

### Peaceful option

Talk to Brazhnikov. He takes the PDA and says that he only needs the information, not the PDA itself, but they're in a hurry for an evac helicopter, so he will give the PDA to Sherstyuk; you may get it back in 20 minutes.

After 20 minutes, talk to Sherstyuk. Unsurprisingly, he will try to extort money from you for the PDA. He wants 5000RU and a box of Vodka from you (a box, or case, is 20 bottles). You have two options:

* Pay him on the spot, and get the PDA.
* Refuse to pay. Go tell Mole about the situation. Mole will apologize and say he doesn't have vodka and money, but you can grab the contents of his stash in the same tunnel: Serum, First aid kit ×2, 12x70 Buckshot ×20, 7.62x25mm TT ×60, Wrenched ×2, Pack of rubles ×2, Antirad ×2, Canned food ×3, Sausage ×3, Bread ×3.

Pay Sherstyuk, get the PDA. Bring it to Mole for your reward.

### Aggressive option

You can refuse and fight the military. It can be tough without a sniper rifle and some armor; it's better to leave this quest for later if you don't have those and want to fight them.

Upon killing Brazhnikov and his group (which is more numerous than just people blocking the tunnel) and attempting to exit the tunnel, a scripted "sniper shot" will take 2/3 of your HP, and more military will spawn all over Agroprom.

Some soldiers from the Brazhnikov's squad have PKM (6P6)s and SVDs.

## Notes

* Due to its 71-round magazine of cheap 7.62x25 ammo, PPSh-41 is an excellent early game weapon; it's practically a mini machine gun. Moreover, it's upgradeable by Lanky for weight, after which it weights just 2.5kg.

## Bugs

* Giving the PDA to Brazhnikov then shooting him softlocks the quest.
* If Mole is still standing over the entrance to Agroprom Underground, he might accidentally die to soldiers spawned north and south if you choose the aggressive option. (this is avoidable if you're quick, though).
Lost voltmeter

After a tip from Informant, you meet Winsor, the engineer who haven't found his place on Big Land but has his skills in high demand in the Zone. Winsor says he invented a device that lets you recharge batteries from the energy stored in artifacts, and can give it to you for a price.

You have to find and return his voltmeter he left in the railway tunnel at Darkscape when he was running from Graystone mercenaries who arrived into the zone during Arc of Fire.

## Walkthrough

The quest starts with Informant's dialogue about a charging device, available after completing Combat. After this dialogue, Winsor spawns at Construction Site in the power substation at southeast of the location. Go and speak to him.

The voltmeter is located in the western end of the broken bridge tunnel in an extreme radiation hotspot. The exact location is shown on the video below (0:55).

You will likely be maxed out on radiation before grabbing it since it's necessary to crouch to reach the toolbox stash it's in. For this reason, it may be worthwhile to hotkey anti-radiation drugs for the coming fight.

A squad of mercenaries will spawn on the broken bridge and at the workshop; one of them will be carrying a VSSK "Vykhlop" and three in green modernized exoskeletons will be wielding RPG-7s. They will continue firing missiles at you until killed, however they do not seem to aim at your feet so you can dodge these if you aren't standing near a wall. A few underbarrel grenades or a long Vortex grenade throw will also be a good option to quickly clear out the initial attackers while looking out for one mercenary ambushing you from the workshop door on the left. The rest of the mercenaries should not be too difficult to pick off.

Turn in the voltmeter to Winsor for coordinates to a stash in the Dark Valley that has the Portable battery charger, allowing you to recharge exo batteries in the field.

## Notes

* It's normally not possible for the player to traverse up to the tunnel from below the tracks on the west side of the tunnel, but this doesn't stop the mercenaries from going up and down the sides of the tunnel.
* Winsor has his own faction, "Dark".
Long shot

For a piece of the recipe for Living Heart Barkeep wants you to kill 10 Monolith "white tanks" from the distance of at least 140m, as a revenge for the squad killed at the CNPP-1.

## Walkthrough

Head out to CNPP-1 and CNPP-2 to kill the Monolithians. Monolith "white tanks" are wearing white metallic armor, like on the picture below.

Their armor is really good (you need at least 3 headshots from a 5.45 or 5.56 rifle), so you'll probably want a larger caliber rifle for this quest.

They spawn as you roam around the CNPP-1 and CNPP-2 territory, and the distance is originally less than 140m, so you'll have to get back a bit, and only then make a kill. Be aware that the switch distance is 160m, so if you wander too far away the Monolithian can switch offline and you'll need to come closer again.

There are 12 elite Monolithians total spawned specifically for this quest on both of those locations. After killing 10, you can report to Barkeep, receiving your reward and the component for the Living Heart recipe, which is Night Star.

## Notes

* It's not necessary to score all kills at those two locations; you can do this with any other "tanks" at any other location, for example Labyrinth. However, in the first half of the game (before "Black Angel") they are quite rare, so it's easier to do this with the Monolithians spawned for this quest specifically at CNPP-1 and CNPP-2, to avoid getting stuck with this quest for the long time until you see some.
* You can use the rangefinder in the settings to track how far you are from the target.