recursal/Fanatic-Fandom huggingface dataset:
Radioman's stash

**Rucksack:**
Enhanced anti-personnel mine ×2
Anti-personnel mine ×2
Plastic explosive ×2
NK-100 detonator
Rucksack

Korn said that he and Maximilian had a base in Central Pripyat's kindergarten, and kept some isomorphs there. You need to find it.

## Walkthrough

Head to the Central Pripyat and travel to kindergarten. It will be reinforced with a few more Monolith troopers than usual, including three Monolith scientists with Gauss rifles. The stash is in the southwestern room of the eastern building's second floor, behind the door titled "Director". The quest technically finishes as you approach it.

Normally, the room is locked and you needed to trickjump into it from the outside window, but in this quest it unlocks and you can enter normally. In the room you can find two isomorphs (the lens and the globe), a massive locked safe, and a rucksack on the floor with some explosives.

**Step into the room, but do not interact with the locked safe right away. Instead, go to the southern part of Central Pripyat and clear out the enemies mentioned before searching the rest of the room; you will need it after interacting with the locked safe.**

Pick up the rucksack on the floor and the two isomorphs. After that, Fang will let you know he's heading to the kindergarten with Korn, and that you should meet them halfway, starting Hidden in the safe.

## Notes

* The Isomorph (Globe) that you pick up has a useful negative item radiation property, meaning it functions similarly to Elisium.
Sudden attack

A sudden attack on the Duty checkpoint in the Bar has left Voronin at a loss. The attackers, dressed like Freedom stalkers, have retreated to the Wild Territory.

## Walkthrough

At the entrance of the Wild Territory, a Duty squad will be engaged in a fight with a squad of twelve mercenaries along with the three disguised saboteurs. Try not to advance too far, since two turrets will be mounted on the chokepoint.

Loot the disguised mercenaries for a PDA detailing their plan to blow up key sections of the Bar, along with five detonators. Return to Voronin to start Powder keg.
Training day

Hog's final sharpshooting test is a time trial with 50 targets in the factory, without any limit on gun type.

## Walkthrough

Clear out the area of mutants so you won't have any distractions. Once you step into the starting spot behind the factory (it's marked on your map), the targets will spawn and you will have 4 min 30 sec to nail all of them while ignoring the red targets.

Most targets are visible from regular spots, but be wary of two hidden behind bushes and make sure to check behind you after entering rooms. Keeping count of your broken targets will also be helpful, in case you need to check to see how many you've missed. Once you learn the positions, the time will be more than enough.

Return to Hog for the XM-29 OICW, a unique computerized rifle with an integrated underbarrel grenade launcher. Its target detection scope will need to be bought from Adrenaline or Owl if you're interested in using it.

## Notes

* As always, you can fail the quest intentionally by simply taking your time to investigate the placement of each target.
* Try not to use a small caliber pistol for this. The targets have a non-trivial amount of health and need to be hit by a decent amount of damage to break. Those pistols will only knock the targets over with a single shot.
	+ Use a shotgun like the Vepr-12 from "A part of every living specie" as it has an aim-down-the-sight scope, similar to a colliminator.
Unexpected encounter

Perfumer warns you of a Last Day killsquad heading to the nearby farm to take out an unusually intelligent controller. He advises you to assist the controller and wipe the Last Day squad out. The controller location is marked on your PDA map.

## Walkthrough

### Last Day killsquad

Run forward into the grown-over houses far enough to spawn the squad, then run away. The mutants will take care of the Last Day stalkers. As soon as you step into the farmstead, the controller sends you a message that he's not there but closer to the location border.

### Meeting the controller

The controller is Norman, your friend from Dangerous connections. He tells you about Perfumer - he has a love affair with one of the Last Day leadership girls. He also advises not to join Last Day, as they won't let you out anyway.

Norman has a detailed multipart plan to escape the Dead City. You should talk to the bandit leader named Faint, who also wants to escape the Dead City. Then you should provoke the Last Day to send a killsquad, so they will open a portal for them; you can escape through it. Norman gives you a photo with the locations for the ambush, and also the Positioner - the device that shows your direction and GPS coordinates.

### Talk to Faint

After the talk, Strelok sets up a meeting with Faint over radio. Head to the same bandit camp you just robbed, and approach the broken-down truck] cautiously along the location border. Don't let the bandits see you.

Stand in the spot pictured above. Marked One will message Faint, and the bandit leader will arrive with a bodyguard; hide behind the truck to not be seen until he stops. Talk to Faint. He will agree to provide you with the access to the city to set an ambush up. This starts Escape from the Dead City.

## Notes

* Electro-chimeras are easy to deal with - wait for it to jump at you, shoot to discharge it, then after it lands you can turn 180 and stab it with a knife in the back. Alternatively, pull them to Norman and he will take care of them.
The hunt begins

After killing both controllers in the previous quest, you check Cross out. He says that he saw three more controllers, one in the forest, and another two were headed to the Dark Valley.

## Walkthrough

Turns out there are actually five controllers in the Forgotten Forest alone. One of them has another diary page, don't forget to pick it up.

After killing all of them, Examine the Dark Valley triggers.
Turret cloning

This is a guide on how to abuse game stuttering to clone the "Typhoon" Turret. There are no downsides to doing so, and this can always be performed while you have any copy of Typhoon in your inventory.

1. Make sure "Deploy turret" is mapped to an easily reachable button.
2. Tab out of the game without pausing.
3. Tab back into the game, while spamming deploy.

After a few tries this should result in Typhoon being "double deployed" and a perfect copy being put onto the map from your inventory. Depending on how laggy the spike is from you tabbing in this can create one, two, or even three copies at a time.

## Location

This can be performed on any map, but laggier maps are preferred due to how it works. Central Pripyat is relatively stable and will be hard-pressed to produce a single copy most of the time. Zaton, by comparison, can easily create three copies at once.

## Notes

* The game should be running in fullscreen in order for the tabbing back in to be as disruptive and laggy as possible.
* If you have the glitch where the game goes to an unplayable FPS in X-10, this will make the turret duplication easier.
* Be careful when doing this with large amounts of turrets, as it is unknown if there are any possible repercussions to having a huge number of turrets active at once. Keep in mind you can remove them at any time with explosives, same as enemy turrets.

## Bugs

* In some cases, both copies of Typhoon may become extremely heavy and uninteractable. It's unknown what causes this, but reload save if it happens.
Shoulder to shoulder

Baron's gang is going to attack the hangar to take over the Dump. You'll need to prepare for the assault and fend the bandits off. Artyom the Cook requested you to call Devotee and Prapor for additional help.

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

## Walkthrough

### Prapor

Speak to Prapor at the Duty checkpoint in Dump. In exchange for sending some Duty fighters to help stalkers, he will ask you to get rid of the unusual electro-burer at the vehicle graveyard. This leads to Illusion. Complete it, and Prapor will agree to help with the bandit attack.

### Devotee

Speak to Devotee in Cordon. He will ask you to get five special bullet-proof vests, which leads to Mortal combat. After completing it and bringing the vests to him, he will send additional stalkers to help defend the Dump.

### Assault

After completing these quests, return to Artyom after 2AM. He will give you an M14 rifle (without a scope), 60 rounds of 7.62x51mm NATO, a Standard NVD, and four Enhanced anti-personnel mines to place. Return to him with or without placing the mines to start the assault.

Bandits will start flooding the area from all sides. As usual the raised western catwalks are a good vantage point to snipe at the bandits approaching from the tunnels. The roof would also be a good location for access to all sides of the hangar's perimeter.

There will be a good mixture of regular, exoskeleton, and helmeted bandits. An exoskeleton-clad bandit that spawns in the tunnel to the Cave will be carrying a card from Kuznetsov's deck.

Speak to Artyom after the assault to complete the quest and for an additional reward.

## Notes

* Baron, the bandit leader, will be carrying an HK 416 "Assault".
* Be careful of remnants of the bandit force hanging around the perimeter, especially on the opposite side of the hangar that you stayed at - they can easily snipe you from afar with isomorphs while you're looting bodies.
Stalker's stash

A rookie named Hog tells you that a flesh ate his Desert Eagle pistol and letters. He wants you to retrieve his stuff, and promises the information about some invisible people he noticed at the Dump.

## Walkthrough

Nine fleshes are scattered over the Dump in this quest, but the one that ate Hog's gun and documents can be found in the location shown in the picture below.

Kill the flesh and loot Hog's stuff from it. Bring it back to Hog. He will tell you that a small squad of 7 people in cloaking suits traveled through the Dump. One of them changed his clothing to a rookie jacket, another one to the Freedom uniform; one went to Cordon and another to the north. Both were carrying large backpacks. The others went to Generators.

## Notes

* In the original Russian version, there's no name conflict between the rookie named Hog and the bandit leader named Hog. The rookie's original name is "Хог", which is a Cyrillic transliteration of the English word; the bandit leader is named "Боров", which is the native Russian word. Both translate to the same word in English.
	+ The same thing happens in Ukrainian, but the bandit leader is called "Кабан" instead, which can be translated to boar, instead of hog.
* The quest can softlock if you leave the area after accepting it, as the target flesh can migrate elsewhere and never be found. It isn't required to advance the plotline, but it'll remain in your PDA forever.
* Hog will move to the loners near the hangar and stay there for the rest of the game provided he survives.
Rendezvous with death

Partisan, one member of Akill's squad, was last seen in Dark Valley amid rumors of someone mining the entrance to X-18 laboratory.

## Walkthrough

The outside entrance to the lab is indeed mined, but the snorks that spawn there will likely trigger them all before you see them.

Making your way into the lab, the player will be rooted to the spot while a conversation occurs. Apparently, Partisan has mined the entire lab to protect himself from Blackwater, and doesn't trust you until you prove that you're Strelok by making it to him without triggering a single mine. This kicks off Through obstructions.

## Notes

* While this mission is active, no cyclic quests taking place in X-18 can be taken.
* Accepting this quest temporarily removes Kuznetsov's cyclic to kill a Poltergeist in X-18 for a full condition PKM (6P6). It will become active again near the end of the questline, possibly after completing In a trap.

## Bugs

* After accepting this mission from Akill in Article No.58, the script reinitializes the X-18 and disables random mutant spawns so they don't detonate the mines. If you have any leftover non-random NPCs or mutants there from the previous quests, they won't be removed and will detonate the mines upon entering the lab, so the mission will fail upon entering there. **Possible workaround**: save/load at the same instant you see the "the explosives are detonated" message. The mines will return into their places while the mutants that triggered them will remain dead.
Tools for repair

Lanky agrees to make repairs to your weapons and armor, but needs a set of instruments in order to do so, saying that you could look for them in either Dark Valley or Army Warehouses.

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

## Walkthrough

After accepting the quest, a bandit squad will appear on the road from Dump to the Bar, and will attack the checkpoint. One of them has Kuznetsov's playing card on him.

The tools themselves can be found in one of the following locations, chosen randomly:

* Workshop at the bandit base in Dark Valley
* Screw's open air workshop in Army Warehouses
* In Skinflint's room, accessible from outside of the window, or by pushing Skinflint with any object like a chair or "Typhoon" Turret.

## Notes

* Be sure not to walk too far towards the Dump while fighting them, because as you walk past two white cars, an unknown Controller will telepathically contact you, starting Dangerous Connections.
The Zone's riddle

A few months ago, twenty mysterious chips appeared in the Zone. Nobody seems to know where they came from or why they appeared. Miner feels there must be a good reason for this. You should collect all of them.

## Walkthrough

### Sidorovich

Visit Sidorovich and talk to him about the chips. He tells you that the scientists analyzed those chips and came to the conclusion that the material they're made of is not found on Earth.

After talking with Sidorovich, many NPCs open up their chain quests.

### Collecting the chips

This quest is the infamous "hoarding" part of OP-2.2. Chips can be obtained at the end of various NPC's chain quests, which require ridiculous amount of items. Most of the required items are rather generic, but some are unique and locked behind various quests up to the mid-late game. The last chip is given for Artifacts for Dragunov, which is the exception and doesn't belong to chain quests.

There are 20 chips total. Here's the list of the quests that have a chip as a reward:

1. Sidorovich's chain
2. Barkeep's chain
3. Sakharov's chain
4. Lukash's chain
5. Petrenko's chain
6. Adrenaline's chain
7. Winsor's chain
8. Vasily's chain
9. Doctor's chain
10. Kalmyk's chain
11. Cross's chain
12. Mole's chain
13. Kuznetsov's chain
14. Skinflint's chain
15. Garik's chain
16. Docent Zagorsky's chain
17. Captain Ivantsov's chain
18. Fistful's chain
19. Freebie's chain
20. Artifacts for Dragunov

### Handing in the chips

Dialogue will trigger after holding all 20 chips in your inventory at once, implying that Klyonov will know more about the chips' purpose. Bring all of them along with the Chip reader obtained in Stash of the "Monolith" to Warlab to further the storyline. Arnie will call you to start Old friend.
Raven Eyes

**To tell Kostya about the price:**
Steal a box from the security checkpoint
Kostya's stash, Dump

Kostya is asking you to grab the sniper rifle Akim promised him, and pay for it with 3 Raven's Eye artifacts you have to take from his stash in the Dump.

*The start of this quest is unmarked, you can easily forget about it after you took the stash.*

## Walkthrough

### Deal with Akim

Take 3 Raven's Eye artifacts from the stash in the Dump shown by Kostya, and bring them to Akim as a payment for the rifle. Akim accepts the artifacts, but raises the price to 6 Raven's Eye, as unforeseen difficulties arose when delivering the rifle, and starts the quest **Raven Eyes**.

### Tell Kostya

Weirdly, you cannot immediately tell Kostya about Akim raising the price.

After delivering the case from Steal a box from the security checkpoint to Barkeep and finding Kostya's stash, Dump, you can open a conversation with Barkeep: "Did anyone ask me?". He'll tell you to Speak to Kostya, continuing the chain to obtain the rifle from Akim.

## Notes

* After you give Akim 3 artifacts, the Drunk bloodsuckers will spawn in Forgotten Forest.
* Kostya won't accept any other L96A1, he needs this one in particular.
* It's possible to complete this quest by simply bringing Akim 3 more Raven Eyes on your own and getting Kostya's rifle. In that case, you'll skip Flight log entirely.
* The obscure conditions for talking to Kostya is probably an oversight from the devs.
Tour of Jupiter

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

## Walkthrough

You won't find anything in the stashes, but you still have to search **all** 48 static stashes in Jupiter. After looking in every stash, a message with the counter will pop up, and the stash will be marked with a flag on your map, so you will know how much you have left and won't be looking in the same spot twice.

All locations are presented on the video below.

## Notes

* For the Zaton version of the quest, see Tour of Zaton.
Secret laboratory

Fang's report found in Stash at Pripyat revealed that Monolith is a lethal illusion. Instead, there's a secret door in Sarcophagus which might contain the true answer to Marked One's questions.

## Walkthrough

Sarcophagus is full of Monolith troops, with at least 2 carrying M60, 3 M249 SAW (a rather uncommon gun), and 2 invisible ones (not just cloaked but truly invisible, except for the gun).

If you accepted Strelok's PDA from Doctor, you might want to check the Wish Granter for the note and teleport; if you want, you can teleport back and complete that quest, leaving the Shadow of Chernobyl finale for later.

The secret door is accessible through the inconspicuous passage with a rotating warning light above it. Enter it and climb up the ladder. Press F on the door to start decoding it. Decoding will take 30 seconds, during which 7 additional Monolithians will appear in the other end of the corridor from the newly opened teleport. One of them will carry a M60, another one will be invisible.

After decoding, the door will open. Proceed to the next location to finish the quest.
Random stashes

## Random stashes from dead bodies

When searching dead bodies, you have a 0.8% chance to find information on a stash placed in a random vanilla container in the world.

These random stashes contain a weapon, an armor, some ammo, an artifact, and a mutant part. Item quality will depend on the rank of the NPC; Rookie stashes will have mostly cheap armors, melee weapons, etc, while stashes from Master-ranked NPCs will have much better items. Compared to other mods, OP 2.2's random stashes are very generous in terms of their items.

Stashes in the Red Forest, Limansk, Generators, Hospital, Warlab, Old Village start appearing only after accepting Documents for Fang.

Stashes in the Dead City, Zaton, Jupiter, Eastern Pripyat, Pripyat-1 Underpass, X-8 start appearing only after finishing "Black Angel".

## Buying random stashes

You can buy random stashes from Loners that are friendly to you for 30,000RU. Regardless of the NPC rank, the rank of the stash is always randomized (as it belongs to somebody else, the stalker you're buying it from just passes you the info).

After finishing The archive documents, you will be able to drink with any Loners, and get the stash for free. The chance to get the stash is 1/5. **Warning:** you can only drink 5 bottles of Vodka in a day before dying from alcohol poisoning. After drinking 70 bottles in the entire game, you'll become an Alcoholic, which will let you drink 1 bottle more per day, but also block you from getting the S.T.A.L.K.E.R. achievement.

You can buy the stashes from Informant in the Bar at an exchange rate of one stash for 40 PDAs. The quality/rank of the stash will be randomized. Informant's stashes are always located outside the Bar.

Some NPCs offer stashes in exchange for completing their cyclic quests (usually harder ones). These have randomized ranks as well.

## Named stashes

When you receive a random stash, there's a very small chance for it to belong to one of the ingame characters. These stashes have fixed contents and only obtainable after certain events in the game from the bodies of certain ranks (or from a source with the randomized rank).

Here are the contents of named stashes. Non-trivial items are marked.

Note: the second Hog's stash is identical to the one he gives for the PDA of deceased Krysyuk, so it's possible to obtain it multiple times.
Picture of the Monolith

Maximilian wants a picture of the Wish Granter in the Sarcophagus. It cannot be captured by normal means, but the Teleport in the Sarcophagus will lead you to the correct method of taking the picture.

## Walkthrough

### Taking the photo

After going through the teleport, you'll find an instruction manual and a Camera Gun with one shot in the magazine (?). The instructions say to stand in the middle of the spot marked green, aim at the top of the Wish Granter where the computerized scope is picking something up, and use the lowest zoom level possible. This isn't too hard to do, but save before you take the picture just in case.

A message will let you know that you photographed it successfully, but you'll have to pick up the photograph itself off of the ground. You can look at it by double-clicking in your inventory; there will be a strange number "**887766**" on it. After several seconds, you'll be suddenly teleported to the Old Village.

### Old Village

You'll pop up in a basement next to the natural bandit camp in the southwest, so there may be as many as eight bandits waiting for you to climb out, and some mutants could appear right in the same basement. Take care of them, and Strelok will shoot off a message to Ghost about the mysterious numbers appearing on the photograph of the Monolith. Ghost advises you to hide the gun and talk to Pilgrim to remove the numbers after noting them down in your PDA.

Speak to Pilgrim, give him the photo, and wait five to ten minutes while he's doing this. After the message from him, return for the shoddily doctored photo, and travel back to Generators.

### Back to Maximilian

Give the photo to Maximilian. He'll give you the Isomorph Detector, which goes in your artefact detector slot. Speak to Ghost again before leaving, and listen to the messages of Lightning. She only needs certain basic isomorph capsules to be returned, not all of the isomorphs. She suggests contacting Fang, as he is looking for the people who tried to make bombs out of them (referencing Skygazer).

The message exchange with Fang that follows starts the quest Ambush.

## Notes

* The Isomorph Detector is a significant upgrade to the simple Artefact Detector. It will only beep at a single speed when an artifact or isomorph is within around 50 meters, but they will also be marked on the minimap for easier collection.
Toys

Syak knows of the Karlik living in X-10 laboratory and proposes that we barter other toys with him for the doll he stole from the old house where Fly used to live.

## Walkthrough

The toys needed will be found in the Central Pripyat kindergarten. Search around the building thoroughly for them.

In the western building:

* A "Cheburashka" doll will be found in the hallway heading south just after the entrance.
* A toy truck is on the second floor in the northern wing.

In the eastern building:

* A toy airplane will be found in the southeast corner of the first floor.

All three of these will need to be placed in the trailer south of Syak's shack, along with the photo of the doll after midnight but before 4AM. The trailer is marked on your map; approach the area at the right time, and all the items will automatically be placed.

Return to Syak in the morning (after 4AM) and talk to him about it, then the task will be marked as complete. Pick up the doll and some rare ammo from the trailer.

## Notes

* The toys are not inventory items, and aren't added to your inventory after being picked up.
The rescue

The long-awaited meeting (for Doc's journal to spawn)

Doctor wants you to help people in the Zone.

## Walkthrough

### Heal a lot of people

After taking this quest, Doctor disappears until the next stage in Central Pripyat.

You have to heal 10 wounded people by giving them medkits. This quest is actually not that easy if you rush the SoC story first, as you have to do it before CNPP and stalkers don't get wounded often. It's best to use every opportunity to heal them. You can find several stalkers who are either scripted to be wounded, or can be wounded and healed:

* A random stalker in the forest in Dump. The dogs nearby will finish him off quickly, so run towards him as fast as you can after entering the Dump and helping Yurik.
* A random stalker in the hangar in Dump, during the bandit shootout. He lies wounded near Grey. Same story, rush to him as fast as you can, after hearing gunfire sounds and call for backup.
* Mongol, after entering Dark Valley.
* Messer, also in Dark Valley.
* Fistful in Inferno.
* Psycho in Army Warehouses. (can be "healed" multiple times due to a bug)
* Humble in Finding Rabinovich.

There are also scientists by the campfire at Yantar bunker, which can often be found wounded around the campfire. This is a bug, but hey it counts.

### Alternative way of "helping" people

If you can't find enough people to help before departing for the SoC finale (Find the entrance to the Sarcophagus at the CNPP), you can complete this part the *"OP way"*:

* Find a stalker;
* Blow a gas can or detonate a mine at the moderate distance, dropping him wounded;
* Heal him;
* Repeat as many times as you need.

Usually, stalkers in exosuits survive gas can explosions better than others. Instead of wasting gas cans, you can try rolling a red explosive barrel towards a victim and blowing it up. Road to the Radar is a good place with a barrel and a steep slope to try this with the group of stalkers around the campfire; they come there after turning off the Brain Scorcher.

### Find Doctor

After The long-awaited meeting, you can find Doctor's journal at the basement of the Monolith base in assembly hall in Central Pripyat. Pick it up. Marked One will read it and realize that Doctor is alive. He will spawn at the exit from the basement. Talk to him, and follow him to his hiding place through the teleport, where he will remain to be for most of the game. Speak to him again and give him his journal. Tell him that you helped people to finish the quest.

Don't forget to pick Strelok's AK in a safe near Doctor.

## Notes

* If you missed Doctor in Cordon, you can take this quest later in Central Pripyat and heal 10 people after that.
* You can complete both parts of the quest in arbitrary order (e.g. find Doctor and only then heal people).
* After healing 10 people, you can continue doing it to receive an achievement. If you continue even after that, you will get the second one, and healed stalkers will also pay you a small amount of money each time you help them.
Special Armor Suit

Vasily can make the fireproof suit for you, but needs you to obtain certain components for it.

## Walkthrough

Vasily will need:

* 200000RU for the job
* Cobblestone ×3 - the result of failed transmutations; obtained easily.
* Controller's Scalp ×2:
	+ the recipe is obtained for Detection sensors
	+ reward for "A part of every living specie", Mopping-up operation
	+ reward for Akim's Tier 3 cyclic for zombie hands
* Capsule for the "Burner" anomaly - can be bought from Akim or Owl for 8700RU
* White Monolith SSP-99 suit - in the random stashes, or certain random rewards throughout the game. One guaranteed suit is located in the stash with the Secret prototype, during the Article No.58 storyline. Another suit could drop during Panther's release on Generators during the NS questline.
* Fire suit - found on the bottom level of the Labyrinth, in a box inside the controller room, near the typewriter.
	+ Also obtained late in Doctor's chain

Obtain all those components and bring them to Vasily. He will need a day to craft the fire-resistant outfit. After 24h, return to him and grab the suit.

## Notes

* If you already lost the Fire suit (for example gave it to Fox for his chain), you can tell Vasily about it, and he will advise you to visit Hermit at Undiscovered Land and buy another one for 100000RU.
Weapon box

Hermit asks you to deliver a weapon crate that fell out of the helicopter. You need to speak with his guys when the helicopter lands, and find out where it fell.

Answering your question about the infirmary, he gives you directions and gives you a package to bring to Shura the Gynecologist.

## Walkthrough

### Find out the weapon crate location

Go outside the hunting hut, and talk to one of the two stalkers disembarking from it. He will tell you that the crate fell into one of the two swamps in Undiscovered Lands, and you need to look in one of them.

### Shura the Gynecologist

Go to the infirmary; you may want to say hello to Graybeard guarding the entrance, as Miner requested. Enter the cave and talk to Shura the Gynecologist. Accept his task Medicines for the Gynecologist, giving him both Hermit's parcel and the safe you obtained in the Labyrinth. He will point at Zhora the Anomaly as the safe cracker.

### Weapon crate

The crate can be found in the swamp in the north. Look underwater near the rock sticking out of the swamp; hold F to highlight nearby items, and walk around a bit.

It weighs 25kg, which shouldn't be an issue as you just gave the safe weighing the same to Shura.

Bring the crate to Hermit for your reward.
The living dead

Wolf wants us to assist Nazar's group, and says his group is around the Jupiter plant. On arriving, dialogue with Aaz will reveal that the group is in the facilities to the northeast of the map.

Upon reaching the small group, Nazar will ask us to assist with the waves of zombies approaching.

## Walkthrough

The encounter may be cluttered and confusing at first due to waves of zombies approaching from several directions. The key element in this encounter is that Nazar, Masha, and Dasha are all completely invincible so there is no need to put yourself in harm's way.

Each wave will consist of about 20 or so regular zombies with special enemies mixed in.

After the last wave has been completely dealt with, speak to Nazar for his guarantee of help in Zaton. You can now speak to Aaz for his task.

## Notes

* Try not to let the waves spawn in the small building connected to the tunnels. Nazar and his group tend to get stuck there in the bottleneck, and the game will drop to an unplayable framerate as countless zombie corpses pile up and collide with each other in the tunnels.
Pilgrim's stash

Pilgrim has a cache behind the old trailer just right to the path leading to the quarry, but this place was also chosen by Avengers. He wants you to retrieve the contents of his stash in a stealthy manner. In case you are discovered, he wants you to pay 70000RU for Graybeard's pocket watch and Batteries.

## Walkthrough

The stash can be found in a straightforward location, just like Pilgrim said.

Assuming that you wiped the Avenger ambushes out before accepting the quest, you can sneak up to it from the forest side.

Alternatively, you can use the Cloaking exoskeleton.

Return to Pilgrim with the contents of the stash. Here's the exact contents if you forgot:

* Emerald wrenched
* Porcupine
* Battery (red exoskeleton battery)
* Shaver

Pilgrim will only give the watch to you. As for the Batteries, he will tell you to come later, after you return the watch to Graybeard; he will charge the batteries when you return.

## Notes

* Despite Pilgrim saying you have to be stealthy, the only actual requirement is to not hurt any Avengers - you can just run in, grab the stash and get away with it.
The defense of the complex

After heading to Agroprom, speak to Adrenaline about the pending Military assault on the central complex.

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

## Walkthrough

Immediately after dialogue, one squad of soldiers and 5 stalkers will spawn around the complex and inside it. The stalkers will immediately die as there's too little of them. Walking around the complex will trigger additional spawns. Some soldiers are carrying VSSK "Vykhlop" and RPO-A.

Be careful of 3 armored vehicles that have spawned in. Here's a schematic with their locations.

There are also 5 soldiers at the transition to the Dump; they aren't needed for the quest, but you will have to wipe them out nonetheless.

When all 24 attackers have been wiped out, Adrenaline tells you to blow the BTRs up and loot the commander's body. On one of the soldiers you can find a playing card from the Kuznetsov's deck.

On the commander named Captain Rotan you can find the PDA with the secret order to his squad called "Bars", saying that they should capture Agroprom and move out to the Swamps to meet the second "Bars" squad, in the "sector 3484". Besides the PDA, you find his GPS nagivator broken by a bullet. This is the info Sviblov needed in Among strangers.

After destroying all BTRs and killing all soldiers, report to Adrenaline.

## Notes

* One final BTR will be far off, camping the transition to the Dump along with a small squad of 5 soldiers who are not necessary to kill for quest completion (but should be taken out regardless).

## Bugs

* This quest somewhat conflicts with Fire support by spawning BTRs around the complex in addition to those spawned in that quest; it's easy to mix them up and destroy the BTRs from Fire Support before speaking to Warg, violating Kostya's instructions to not alert the military. As Fire Support is not tracked in your PDA before talking to Warg, you can easily forget about it and softlock your game.
Repair boxes

Sidorovich gave you the Monolithian amulet under one condition: you have to bring him the boxes with repair kits from the Monolith base in the Labyrinth.

## Walkthrough

The two boxes are located in the stash in the warehouse with transport containers, on the main grounds of the Monolith base in Labyrinth.

The stash spawns after you opened the third code-locked door during Combination lock.

Both boxes and the rucksack weigh **25kg**.

## Notes

* Taking your Monolith exoskeleton off at any time during the quest will instantly fail it. The only exception is Cloaking exoskeleton, which you're allowed to swap to after accepting the PDA of the Monolith informer quest.
The Shawshank Redemption

From Sanya:
M-61 frag grenade x2

Faint, the former bandit leader from the Dead City, has arrived by helicopter and agrees to help us get out of the valley. Sanya is being held in a pit near the central base and he may know a way in and out.

Unlike the previous assignments, there's no time limit to this mission.

## Walkthrough

Since you are free to spend your time and don't have to return to Khoma, feel free to open any packs of money you've saved up and hand in mutant parts to Pirogov for his RGD-5 grenades and Serum.

**Bring all of your grenades and as much ammunition as you can carry, and a gun in good condition to fire each type if you can.** **If you have two beers stashed, bring those along with you as well.**

After all preparations are complete, make your way to the central base and exit out the west side. Just outside will be the cave, guarded by a bandit. He'll let you pass but will try to frisk you for weapons. To avoid this, fetch him a couple of beers from your stash. They can also be bought from bandits or Khan's shop.

Talk to Sanya and move the metal blocking the manhole. Deal with the three snorks that live inside the tunnels and emerge outside. Follow Sanya westward, and deal with the burer living in the cave at the border. Further in, there will be fruit bats, scorpionflies, rats, and a ghoul. Be especially careful of the rats as one can possibly spawn as a plague rat - try to get ahead of it so that you will not have to pass its corpse after you kill it.

Talk to Sanya again at the end of the tunnel for the transitions out. He plans to wait for you to come back to assault the base with your help, so your goal is to shake down Genghis for the code to his safe. Then the two of you can rescue Gulnara and liberate all of the loners imprisoned in the area.

Time to enter the cramped sewers and fight your way back to Zaton in Escape from Valley of Whispers.

## Notes

* Pirogov's exchange for monster parts is mistranslated or erroneous in the PDA - the last entry should be RGD-5 grenades, which will be invaluable in short order. Stock up on these before speaking to Tyumensky.
* Technically speaking, you could grind mutant parts and sell artifacts until you have enough money to buy one of Pirogov's SEVA suits since you are allowed to sleep in his lab. If you waited and sold all of the vodka to Khan rather than exchanging it for ammunition you would be very close to reaching 50,000RU by the end of your stay. However, it's probably a better idea to just grab the grenades.
* There is a Springboard anomaly and a teleport preventing you from accessing Tyumensky's cave from below. Both disappear as soon as you speak to him.
* The messages between Strelok and Faint/Obmorok at the start of this quest are untranslated (Build from 15.3.2023).
White crow

After the odd events, maybe there's something to find at the Duty base in the Bar.

## Walkthrough

An off-duty trooper is casually sitting next to Ivantsov in his Brotherhood raincoat.

Apparently he received the coat from Ivantsov, though Voronin will blow a gasket if he finds out. The quest closes and 11 cockroaches will spawn around the base.

Speak to Ivantsov about where he got the raincoats - it appears he had a contact in Army Warehouses, likely a Freedomer, who supplied them to him. Ivantsov assumes the supplier has a stash near the wall of the Freedom base, opposite the farm where the deals usually go down. This opens Anarchist's stash.

Immediately after this conversation, Voronin warns us that a mercenary attack is happening at the northern checkpoint, and to get our asses over there and help the defenders. Exotic Mercenary starts.
Secret prototype

According to Akill, Virus had one Gauss pistol prototype on him. As he was killed by Monolith, the prototype is probably in their hands now. You should search in the former Culture Palace, their base in Central Pripyat.

## Walkthrough

Head over to Central Pripyat. The palace of culture is a battlefield between Blackwater mercenaries and Monolith - apparently they also want the prototype.

The prototype itself can be found in a backpack hidden in a gap under the ceiling, in the basement. Stand on a desk and grab it mid-jump.

The prototype is not functional, it's missing a few parts.
Safe cracker

Miner says that he was unable to break into the safe, but apparently there's a safe cracker who lives in the Undiscovered Land. He gives you the safe and the transition to Undiscovered Land, and instructs to look for the safe cracker in a place called Infirmary. Additionally, he asks you to say hello to Greybeard who used to live there in a hunting shack.

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

## Walkthrough

Head out to Labyrinth and go to Undiscovered Land through the newly obtained transition.

After coming to the new location, you immediately encounter Skygazer, the same guy who helped you to walk away from the Death Truck crash, at the start of the game (Kill the Strelok). Talk to him.

Once you mention the safe, Skygazer unexpectedly offers to buy it from you. You refuse and ask for directions. Skygazer tells you where the stalker camp is, and warns against following the roads in this location, as it's occupied by Avengers who often ambush stalkers. (additionally, you can look at the interactive map of the Undiscovered Land for the locations of minefields at the roads).

Go to the stalker camp and speak to Hermit who lives in the hunting hut; he's the leader of the camp. Talk to him, and accept his mission Weapon box.
Test of pistols

Arnie, the arena manager, wants you to test and review 12 handgun models for Arena by killing 30 people with each model.

## Walkthrough

All required pistols and their locations:

* TT-33
	+ buy from Sidorovich for 1120RU
	+ often carried by bandits
* PMm
	+ buy from Sidorovich for 2000RU
	+ rarely carried by bandits and stalkers
* MP-444 "Bagira"
	+ buy from Petrenko for 7800 or 13000RU
	+ rarely carried by military
* Beretta 92FS
	+ buy from Artyom the Cook for 11900RU
	+ buy from Akim for roughly the same price as Artyom the Cook
	+ rarely carried by stalkers
* FN Browning HP-SA
	+ reward for "Scary" revenge
	+ buy from Barkeep for 3000RU or 1500RU
* Walther P99
	+ grab it from a stash on the windowsill of the southern checkpoint in Cordon
	+ buy from Vityok the Raven for 4000RU
	+ often carried by bandits and stalkers
* CZ 75
	+ buy from Skinflint for 15000RU or 12000RU
* Glock 23
	+ buy from Adrenaline for 6600RU
	+ buy from Sir Barmaley in Good deal, for 3000RU and Antizombine (which can be found in Old documents: part 2 and Old documents: part 3)
* Colt M1911
	+ buy from Barkeep for 6600RU or 4400RU
	+ reward for the first quest in Skimpy's chain, easy to do
	+ sometimes carried by Monolith, Freedom, stalkers, and mercenaries
* SIG Sauer P220
	+ buy from Barkeep for 8280RU or 6900RU
	+ often carried by mercenaries
* HK USP-40 "Compact"
	+ carried by Master-ranked Monolith; first encounter is likely in either Central Pripyat or Labyrinth.
* FN FNP-45
	+ buy from Skinflint for 9000RU
	+ carried by Master-ranked bandits after completing Combat
	+ bonus reward for Arc of Fire

## Notes

* Zombified stalkers are perfectly valid targets for this quest.
* It's a good idea to equip pistol silencers whenever you can in order to wear them down for Docent's chain quest.
* Ensure that all pistols are above 95% condition when you speak to Arnie, since otherwise you won't be able to turn the quest in.
* At the end of the quest dialogue, Arnie picks a randomly selected pistol so be prepared to lose one of these permanently.
* The reward for this quest can be an incredibly useful tool if you're likely to scrimp on ammo for mutants. However, it weighs a whopping 50kg, and outside of special circumstances won't be worth lugging around if you don't want to leave it in a certain location. Once you have a suit that gives +100kg carry weight or more, it becomes easier to use consistently.
Way to the roof

Beard says that he hid his backpack on the roof, so you have to climb there.

## Walkthrough

In the latest patch of OP-2.2, you don't have to climb anything anymore, just walk into the teleport that transports you to the roof.

On older versions of OP 2.2, you must climb the tower by mashing "W" and "Space" to climb the tower, which the more recent versions of OP 2.2 rectify with the teleport to the roof.
Tainted telephone

Eastern Pripyat:
Last Day ×2
Last Day (armored) ×3
Brotherhood white coat ×3

Eastern Pripyat ambush:
Brotherhood white coat ×20

Zaton workshops:
Mercenary ×4
Brotherhood white coat ×4

Jupiter bunker:
Last Day ×2
Last Day (armored) ×3
Brotherhood white coat ×4

Ivantsov's real information on Murzo is in a secret location that only Strelok and Doctor will know of, keyword Decoder No21.

## Walkthrough

Ivantsov is of course referring to the decoder that opens the door to the C-Consciousness in the Monolith Control Bunker. It was found inside the hotel in Central Pripyat.

### Central Pripyat

The hotel is occupied by Last Day forces and mutants. The proximity of the other camps in the area practically guarantee the Monolith forces will join in and gang up on you, so try to find safe high ground while running from the bloodsuckers.

When everything is all clear, search the second floor of the hotel on the north side. One room will hold a breakable box.

Inside is some ammunition and a Malokrovnik PDA. The included guide from Ivantsov instructs us to hack three communication centers in order to gain access to the Brotherhood's valuable information. The first location is the laundry in Eastern Pripyat.

### Eastern Pripyat

Take out the small Last Day squad occupying the apartment buildings northwest of the laundry and interact with the antenna on the top floor.

After doing so, 20 white coats will spawn all around the laundry. Take care of them and move to Zaton.

### Zaton

The substation workshops will be crowded. In addition to the regular bandit spawn, 4 mercenaries and 4 white coats will be guarding the place. The antenna is on top of a tank at the front of the workshops.

Interact with it and move on to Jupiter.

### Jupiter

The scientist bunker will be attacked by a small squad, but Norman will likely take care of everyone before you get to do much. The antenna is on top of the bunker. Interact with it to listen to the Malokrovnik communications.

The quest is marked as complete and Pandora's box begins. The communications reference explosives being moved to the Prometheus theater in Eastern Pripyat, where a meeting is about to take place. There are also communications about Malokrovniks in the village north of the bunker being overrun by dogs. This may be worth checking out.

## Notes

* If you have a stash behind the laundry in Eastern Pripyat, white coats will spawn on top of it during the ambush. You can prevent theft by running there directly and engaging them as they go online.
Trade commissioner

Forgotten Forest:
Brotherhood white coat ×7

Undiscovered Land:
Brotherhood white coat ×7

Agroprom:
Brotherhood white coat ×7

The loner camps in Radar, Forgotten Forest, and Undiscovered Land need to be investigated and defended if need be. The camps can be visited in any order, and the quest step will simply advance upon getting close.

## Walkthrough

### Radar

The Monolith camp here will be suppressed and replaced by Loners. They will be under attack by seven white coats.

### Forgotten Forest

Cross's camp, now reinforced by more Loners, is being assaulted by seven white coats. No one important can die here, so there isn't much to do.

### Undiscovered Land

Hermit's camp is under attack by seven white coats. Take them out quickly as they can kill Graybeard, who is exposed in his position.

### Back to Agroprom

A few more loners will be near Adrenaline. Take out the seven white coats assaulting the complex and speak to him again, closing the quest.

When Strelok mentions Recluse, Adrenaline recalls a suspicious figure named Gary the Recluse who has been lurking around Yanov station in Jupiter. Gary supposedly was interested in becoming a trader in the area, but Adrenaline's suspicions were raised due to the dangerous territory and lack of customers. Adrenaline also warns to be especially careful of Lukash and the Freedomers.

It's time to investigate Jupiter in Silent imitator.
Personal notebooks

To get the complete picture of what's happening, Cat needs you to find the remaining Monolithians and bring their personal records to him. He advises to ask around at the Clear Sky base - there's plenty of smart people.

## Walkthrough

Go to Karina the Fierce in the house next to the Kholod's bar. She says she can track the rest of the Monolithian squad from the PDA of the dead Monolithian you brought, but she wants you to do a favor for her - bring her a TV. This leads to TV set, in which you'll have to pay either a Bandit exoskeleton or 60000RU.

After completing TV set, Karina will mark the potantial locations of Monolitians on your map. You have to check them one by one and find the rest of the squad. In fact, you can ignore most spots: the only real one is at the north, near the exit to Agroprom, where both Monolithians can be found. Kill them and look for the notebook on one of them.

Bring the notebook to Cat. He will depart to the Bar to consult with someone.

## Notes

* The monolithians dead bodies are not marked on your minimap as grey dots, and can be easily missed.

## Bugs

* Monolithians' bodies aren't set to not decay. If you fail to pick the notebook up, it can rot in a few days and become a zombie, softlocking the quest.