recursal/Fanatic-Fandom huggingface dataset:
Find the entrance to the laboratory

The documents from the military mention the underground laboratory X-18, which is your next target. Barkeep said that it's locked and only Hog, the bandit leader in Dark Valley, has the key.

## Notes

* Your first arrival into Dark Valley might be critical for the rest of the game if you're aiming for the achievements. Refer to Free the Duty squad for the detailed explanation.
Knock down a peg

In Kopachi village:
Mercenary x11

Sidorovich urgently wants the recorded data from a UAV that was shot down somewhere above Zaton, ending up in the vicinity of the Jupiter area. He warns you that others will be after the drone as well.

## Walkthrough

You're probably already aware of the crashed drone site at the very northwestern part of Jupiter. Take a trip up there, and get rid of the eight mercenaries sitting on the UAV. The black box is sitting on top of one of the broken wings.

After picking it up, a medium-sized mercenary camp will spawn in the intact Kopachi village house. Kill or ignore them and deliver the 3kg device to Sidorovich for the promise of his supplies.
Generator startup

To be able to power his revival chamber, Black Doctor needs help to start one of the generators.

## Walkthrough

### Jammers

Head over to Generators. Speak to Andersen (who is now back at the base) to start Switching off jamming devices.

Complete that mission and return to Andersen. He will request you to negotiate with Freedomers occupying the Warlab to let them access Warlab facilities. Strelok will exchange messages with Vitamin to allow the Black Doctor's men to pass. Vitamin has one condition: that they will allow to exit and enter Warlab through Generators freely.

### Securing the checkpoint

Talk to Andersen. Then go to the checkpoint by the old concrete road in the north, and wipe the small Monolith squad guarding it, to provide the free route for Freedomers. After killing the white-suited Monolithian, Strelok will signal to Vitamin that the route is clear.

### Starting the generator

Salvador will message you, and instruct to head to the center of the generator field. Head there as instructed, and listen to the argument as the scientists try to turn it on.

After the success, Fang will let you know that Stargazer showed up, so Fang will be waiting for you at CNPP-2 near the generators to ambush him. **His location is marked on your map.** *(this will start Observation point)*

Panther will show up behind you. Talk to her; she says that Skygazer promised the treatment for her sick father, but deceived her and others again, playing the double game. He pursuits his own goals, which seem to be infinite power and immortality. The artifacts that you collected are not enough; the last one is in the hands of Black Doctor.

## Notes

* The white-suited Monolitian scientist at the checkpoint has rare equipment, just like those in Panther's release.
* Panther will move to the Generators' loner village afterwards.
* Salvador will move to the Warlab.
* **To save time, complete Klyonov's artifacts, and bring Water bloom and Modified Poltergeist's Heart to the meeting with Fang in CNPP-2.**
Monkey with a grenade

From Bum:
Vodka

Bum is willing to start adjusting to his new work environment, but begs us for some more firepower. He knows of a mercenary's stash back in Warlab containing a spunky compact shotgun and ammunition for it, and asks us to bring it to him.

## Walkthrough

The stash has four potential spawn spots that are not particularly hidden. It can be on top of one of two storage tanks next to ankle-deep water beneath the grating, at the very bottom of the lab in the three hallways full of semi-open grates/cages, on the reception desk, or in the storage room just to the right of the staircase entrance.

After you pick up the stash Teleportation will stop working, but after successful completion it will work again.

Bring the Serbu "Super Shorty" and 30 birdshot back to Bum in Yantar, and he'll give you a bottle of Vodka for the favor.

## Notes

* The Serbu "Super Shorty" in this quest differs from the one awarded for Bar defense in a few subtle ways - it has a slightly darker finish and a different sight.
* Unload the shotgun before handing it in for 5 free birdshot.
* The Serbu can be bought off of Bum immediately after the quest completes by selling him a broken shotgun. It's quite cheap at around 10,000RU.
Lost

A piglet from a boar family living near Cross has been lost in the forest. Cross wants you to find it and return it to the mother.

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

## Walkthrough

The piglet can be found to the northwest of the map center and identified by grunting and oinking. After pressing F on it, it will run towards the mother in a straight line. You should keep up within 15 meters to not fail the quest. The route will be full of molerats and other creatures that will attack you (but not the piglet or its family, despite Cross telling you to protect it). Lead the piglet towards the family and report to Cross.

After receiving your reward, you'll hear the sudden radio exchange between bandits who came into the forest to gather artifacts. 5 of them will spawn across the forest, with artifacts on them. One of them has a playing card on his body.

## Notes

* Before the bandits enter the forest, you can find a body of another bandit, killed by the boars. This is probably one of their comrades they were talking about over the radio.
Collect parts of the documents at the Yantar

## Walkthrough

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

Two documents in the video above were moved in OP-2.2 from OOB spots to more accessible locations compared to the previous versions. New positions are on the picture below.

## Notes

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

Brother Luis revealed that Frenchman can be found at the Freedom base, in Lukash's building.

## Walkthrough

Travel to Army Warehouses. Just like Brother Luis said, you'll find Frenchman in Lukash's building, on the second floor. However, as you approach, Frenchman is killed by a sniper Avenger from outside, with another two covering him. Kill them and grab the PDA from Frenchman's body.

Bring the PDA to Zakhar. Turns out Zakhar doesn't know the route, but Fang does; you'll have to find him, or at least whether he's still alive.

## Notes

* Bodies of these particular Avengers aren't shown on your minimap.
Agroprom

Former agricultural research institute, present military base and home to a group of stalkers.

## Agroprom

### Known as

Агропром (Russian)
НДІ "Агропром" (Ukrainian)

### Transition

given during Find documents of the military

### Connects to

Cordon
Dump
Yantar
Cave
Swamps

### Key NPCs

Sherstyuk
Adrenaline (after picking up the case in Find documents of the military

## Sherstyuk

**Never come to the military base at night (10:00PM-6:00AM).**

Sherstyuk is a military officer and major quest NPC who can be found by the military base under the power line. At night, he comes into the base and is hostile. Don't try raiding the base at night: as soon as you attack him, he will become permanently hostile and you'll have to bribe Sidorovich to make peace with him. He should not remain hostile if you don't fight back, but it's still better to not let yourself be seen by him during the night.

## Transitions

* from and to Dump: rewarded for Meet Grey
* to and from Agroprom Underground: rewarded for Meet Grey
* to the Cave: given for Mole's PDA
	+ from the Cave: accept Miner's book
* to Cordon: found in a document on the third floor of the research complex
	+ from Cordon: given for Tricky stash
* to Yantar: given for Rat race
	+ from Yantar: given for Documents for Sakharov
* to Swamps: given after investigating the area indicated in the item "A piece of a map" after picking up the stash in The stash of Cross
	+ from Swamps: ???
* from Hospital: given after Reviving Fly

## Out-of-bounds exits

* The transition to the Dump is the only universal OOB exit in this location. It can be crossed in several ways:
	+ Jumped over with jump artifacts. (car -> left half of the gate -> right half of the gate)
	+ By using a stack of any physical objects like crates as the ladder to jump over it. Gravigun is extremely helpful in this; it's obtained in the end of the NS storyline (either Stash at the Agroprom or the stash inside the Dead City)
	+ By clipping through using the Accelerator (obtained in the late game at the end of the Sniper storyline, during the "Stone of Luck").
* Entering the area from the Hospital automatically places you out of bounds.

## Notes

* The loudspeaker on the military base can be turned off by pressing F on it.
Looking for Elsa

At the Dead City, Sakharov's wife Elsa broadcasted a distress call. Sakharov called you to talk to him.

## Walkthrough

Head over to Yantar and talk to Sakharov. He will tell you that his wife was last heard from at Army Warehouses.

The rest of the quest is a series of stashes with a breadcrumb trail of notes left by Elsa hinting at her location. Some stashes are marked on your PDA map. Some contain single-use teleporters to teleport you to the next one. The last stash teleports you to the room with C-Consciousness representative. Talk to him, and you'll be teleported into Sakharov's bunker, where you find Elsa.

Here's the full route:

## Notes

* The recipe you receive as a rewards allow you to cook the Flask with violet reagent which provides the most powerful passive negative item radiation of all the items in the game. Just by carrying the 0.8kg item in your inventory it removes -250 Ci of radiation.
	+ Be careful not too cook away all of your Black Angel artifacts if you plan on completing Lootoholic and Resident Evil's chain quests. You should have enough to cook two flasks in total and still have two Black Angels left over as long as you complete Akill's chain eventually.
Brain Scorcher building plan

Ghost uncovers that in his search to take over Monolith, Gavr was looking for the direct route from X-10 to Sarcophagus, so the route must exist, and is probably in the hands of mercenaries now. He advises to check Freeman out, he must know something as he has connections to mercenaries.

## Walkthrough

Go talk to Freeman. He says that in his briefcase you brought him in Mercenaries' suitcase, there was a document from James that mentioned the building plans for Brain Scorcher, and that Tamaz, Gavr's subordinate, must have them if they exist at all. He should be at the Construction Site.

Tamaz with his guards can be located in the warehouses just off of the entrance to Construction Site. Turtling up in the APC garage is viable as always, and the plans can be taken off of his body.

Take the plans back to Freeman in the Bar for the two-way transition from the bottom of Lab X-10 to the Sarcophagus, next to the Wish Granter.

## Notes

* Tamaz holds a SIG SG-552 "Camo" with a 5.56 silencer attached. His guards carry UMP-45.
	+ One fully repaired SIG SG-552 "Camo" is needed for Skinflint's chain. If you somehow lose Tamaz's gun or it drops in less than 10% condition, you can buy another from Alex in Construction Site.
* The transition from Sarcophagus to X-10 can be found to the left of the Wish Granter.
Hunting for rodents

Artyom the Cook will give us the tainted vodka for Kalinin's Little diversion if we go on a midnight hunt for him. Single shot pistols only, as anything larger will destroy the tushkano he intends to use as ingredients for soup.

## Walkthrough

Show up at the Agroprom tunnel anytime from 12:00AM to 2:00AM to start the swarm. There will be four waves of enemies, two of them will have a few fruitbats mixed in. After killing most of the enemies, about 70 total, the quest will be marked complete. Return to Artyom for the reward.

## Notes

* If you are unlucky with drops, you may not get the required 20 heads from the waves and may need to supplement your own stashed heads to complete the quest.
* Sometimes the wave spawn too far, and tushkanos ignore you instead of attacking. Turn your flashlight on and fire into the air to draw their attention.
Night raids

Kalinin needs 8 Standard NVDs for himself and his stalkers to fight ATP bandits at night. He advises to check Sherstyuk, surely he knows where to get them.

## Walkthrough

Talk to Sherstyuk. He agrees to sell Kalinin the NVGs, and wants you to do a job in return, leading to Quid pro quo. After completing it, he will only give you 7 Standard NVDs, so you'll need to find the last one on your own - for example buying it from Vityok the Raven for 40000RU.

After obtaining all 8 NVGs, report to Kalinin.

## Notes

* Technically, you can obtain all NVGs on your own, and give to Kalinin. This will skip Sherstyuk's quest entirely.
Liquidation

Kalinin wants you to stop bandit attacks on the stalker camp by liquidating their leader, Slick.

## Walkthrough

After accepting the quest, a wave of 21 bandits will immediately try to raid the stalker camp from all sides. Repel their attack and head towards ATP. Assuming you wiped 30+ usual bandits from ATP, there will only be two Slick's guards in the barracks. If not, you'll have to wipe them as well.

As Kalinin told you, Slick is hiding inside the barracks. Enter there and he will spawn, as well as 27 guards outside. Kill them, and return to Kalinin.

## Notes

* After you killed most of the bandits, Grizzled will arrive to ATP on his helicopter, hoping to buy scrap weapons and armor from you. You can ignore him. His prices suck anyway, and Petrenko is just one transition away.
Individual activity

Agroprom:
Bandit ×7
Brotherhood white coat ×6

Alarmingly, Adrenaline has received threats not only to himself, but to his sister outside of the Zone. He reports that others have received similar threats including Cross, Hermit, Artyom the Cook, and Skinflint. Most of all, he is worried about his courier Gosha Shuttle who may have disappeared in the Agroprom Underground.

## Walkthrough

Brotherhood white coats will be stationed in the Underground alongside the natural bandit spawn. After passing the doorway into the squeaky light room, two bloodsuckers and two snorks will spawn behind you. Clear the mutants and move forward.

Gosha's corpse is at the bottom of the staircase next to the electro tunnel.

When approaching it, two bloodsuckers and five snorks will spawn behind you. Kill them and take the suicide note from the body. Go up the stairs to take Adrenaline's stash at the collapsed entrance.

Go back up to the entrance or through the electro tunnel and two bloodsuckers and five snorks will spawn behind you when you enter the tunnel.

**Be warned if you surface at the central complex, a squad of bandits can be spawned directly on top of you.** You will need to either pop a morphine or turn 180 degrees and run the other direction immediately after loading in.

Wipe out the invading bandits and white coats, and speak to Adrenaline again. He's angry at the loss of his friend, and vows to stand up to the looming threat no matter the consequences. Strelok mentions that he will stop by the other loner camps to reinforce them in Trade commissioner, and this quest is closed.

## Notes

* The PDA journal and quest description have some rather convoluted instructions on laying down anomaly capsules to cut off mutant paths, but realistically you can simply walk in and kill everything that moves. The capsules are not required to advance the quest.
* Picking up Adrenaline's stash is not required to advance the questline, but it has a good amount of decent ammunition.
In a trap

After the quest:
General Voronin's VSS "Vintorez"
9x39mm SP-5 x30

Blackwater mercenaries tracked Akill back to the laundry in Eastern Pripyat and the area is now under siege.

## Walkthrough

After accepting the quest, the mercenaries attack the laundry. Their assault plan is as follows:

* 5 turrets and an APC are set up outside the laundry.
* Several mercenaries spawn outside.
* After a couple minutes, an UH-60 helicopter lands and dumps a group of mercs. (this heli doesn't shoot but is invulnerable)
* A light support helicopter flies in.
* Each couple minutes, repeat the last two steps until there are 4 merc squads and 4 light helis total.

Here's the schematic of the mission:

Red dots are initial mercenary spawns. Arrows are visibility lines to the turrets. Circles with numbers are landing zones.

Light helicopters fire penetrates the entire building, so camping inside will get you killed fairly often as there's 4 of them and they constantly spray the laundry. The alternative strategy is to quickly eliminate all turrets with the PTRD or Fenrir's Cheytac M200, take the light heli down, then camp for the landing zones and mow the mercs down while they're trying to disembark. Here's the video demonstrating it.

Speak to Akill after all stragglers have been taken out to close the quest.

## Notes

* While General Voronin's VSS may have an impressive scope (22x scope magnification), it suffers from a lack of auto-target recognization, lackluster bullets (dropping at short distances due to being subsonic), and the pitful damage makes it a noob-trap.
Mopping-up operation

Swamps Connoisseur wants us to clean up the village in the northwest of the Swamps from its biomass infestation before telling us the transition from Swamps to Old Village.

## Walkthrough

If you followed the advice given in Kolmogor's sister and cleared out the village spawns first, this shouldn't be too difficult. The main challenge will be preparing with enough psi resistance to safely run around next to multiple biomasses so that you're not on a short timer.

A good way to get this done is to scout out the seven biomasses in third-person mode, then reload and quickly kill each one in quick succession. A Crowbar will one-shot biomasses. Two hits of 12x70 Birdshot will also do the job from a safer distance, guaranteeing you don't get swarmed by the flies that spawn out of the corpses.

After all of them are dead, the top of one of the shacks in the village is an excellent place to safely drop grenades onto the resulting fly swarm. After this you can carve all of the biomass corpses and return to Swamps Connoisseur to close the quest.

## Notes

* Try to get as close to maximum psi resistance for your relevant difficulty level. Symbion, Rattle, or Controller's Scalp artifacts will help you get there. You will most likely have the SKAT-15M Upgrade 2 at this point with good base psi resistance, but the Black Doctor's Exoskeleton will be even better if you've acquired it.
Find documents in the laboratory X-16

The documents from X-18 hinted at that Brain Scorcher might be man-made. The answer to that is in the X-16, another underground laboratory at Yantar.

## Walkthrough

This task is a tracking entry in the PDA journal. The actual process is described in Meet Kruglov and subsequent articles.

After bringing the documents, don't forget to talk to Voronin as Barkeep tells you.

## Notes

* After this quest, you can give Barkeep the flash drive you got for Escort Kruglov to Yantar. You'll receive the transition to Army Warehouses and 10000RU.
Night Star (quest)

Sidorovich wants you to bring him a Night Star artifact seen nearby.

## Walkthrough

Sidorovich gives you a container for this artifact. This specific artifact is special and doesn't shock you on picking it up. However, it's still radioactive and you'd better make use of the container.

The Night Star can spawn in one of three fixed spots in Cordon.

Ночная звезда для Сидоровича. Все варианты. ОП-2.2.
## Notes

* Before giving the quest in, you have to take the artifact out of container, otherwise Sidorovich won't have the dialogue. The container must also be given back.
Homage

Living dead:
Zombie ×20

Vasily misses his friend Kholod dearly, and wants to make on offering on his grave by the church. The area is unsafe due to bandits and other wildlife, so he asks us to go in his stead.

## Walkthrough

Go to the cemetery north of the church and kill the bandits having a picnic there. The corpse of Kesha the Necrophile will be holding a PDA containing information on Brotherhood activities at gravesites, opening Grave desecrators.

Wander over Kholod's grave, which is one of the only ones without a zombie next to it, and the items will automatically be placed. A white flash will occur and about 20 various zombies will spawn, closing the quest.
KORD "Tank" Machine Gun

The tank version of the already formidable KORD Machine Gun, with a 150-round magazine capacity to boot.

## KORD "Tank" Machinegun

### Ammo

12.7x108 belt
12.7x108mm AP

### **Accuracy**

17m (12.7x108 belt)
19m (12.7x108mm AP)

## Location

Can be randomly found in one of Sidorovich's Contributions stashes.

## Notes

* Like its smaller brother, the KORD Machine Gun, the Tank KORD requires an exoskeleton to use, along with the inability to run.
	+ The exoskeleton restriction only applies to the player, as the NPCs can simply yoink the machine gun from you.
* Unlike its smaller brother, the KORD Machine Gun, the Tank KORD does not accept the PKS-07 scope.
Loser's stone

From Barkeep:
Bespectacled man's note

Barkeep has heard rumors of the Stone of Luck near a gas station full of mutants.

## Walkthrough

Of the few gas stations in the game, this refers to the one in Zaton that is home to a family of snorks normally. Crawl into the cracked section of the underground fuel storage seen here.

Inside is a rucksack with the vaunted Stone of Luck along with some ammunition and a warning note somehow written just before the writer was attacked by mutants.

As soon as you pick up the stash, a group of three bloodsuckers and one Inferno bloodsucker will instantly spawn at your location. A strong exoskeleton like the BD or DQ and stacked wound resist will make this not too hard to survive. A flamethrower, 6 gauge shotgun, or crowbar will help you fend off your attackers. Return to Barkeep with the artifact, and he'll let you know that a man wearing spectacles dropped off a note for us. The Chess Player storyline can now be continued.
Mystery of the "Photon" product

You've been ambushed by a military squad in Army Warehouses. On the commander's PDA you've read the order to find the certain device codenamed "Photon", which has fallen into the hands of an unknown person in the Chernobyl Zone. The order ends with the note that another squad was sent to camp the "transition in the sector 40".

## Walkthrough

This task runs together with The Mad Doctor. During it, you find three PDAs with encrypted information, and Docent decodes them. After you find out about the heat barrier preventing you to go deeper into X-17, and ask Vasily to make you a fireproof outfit, Docent contacts you with the decoded information.

Turns out, a secret device that can create directed microwave radiation went missing from a military research institute on the mainland. The military are looking for it in the Zone. It's probably the same device that creates the heat barrier in X-17.

## Notes

* After starting this quest, the Sniper storyline can be continued with the quest named Stash of a "Monolith" fighter.
Medicine for the Cat

Cat is still terminally ill from the radiation dose he got at Radar when following the Monolithian squad. He sends you to Kalmyk in the hope that he can devise a medicine for him.

## Walkthrough

Kalmyk doesn't want to help a "FSB rat", but agrees after Marked One appeals to the favor in return to his favor. However, Kalmyk warns you about two things:

* You need to obtain a special ingredient for this medicine (leading to Special recipe).
* The medicine is extremely radioactive itself.

After bringing him the special ingredient and completing Special recipe, wait for 12 hours as he says and come to him for the medicine.

The medicine against radiation poisoning is fairly radioactive itself (+40Ci). Bring it to Cat.
Graybeard's pocket watch

Graybeard asks you to look for his golden watch while you're in the Fiery Cave. He was forced to drop it when it got too hot due to the fire.

## Walkthrough

After speaking to Hermit in Batteries and finding out the location of the Fiery Cave, head to the side entrance to the Fiery Cave. It's located on a steep slope of a hill, hidden behind the trees. If you look from the hunter camp to the southeast in the direction of the swamp, the entrance should be visible.

As you walk into the cave, Pilgrim spawns inside. He tells you that you can't go inside, as they installed a system of teleports to protect themselves from intruders. However, he found Graybeard's golden watch and is ready to give it and the batteries you look for, if you return the items from his stash. (leading to Pilgrim's stash).

Find the stash and return the contents to Pilgrim. Receive the watch from him. Give it to Graybeard.
Examine the Dark Valley

After killing all controllers in Forgotten Forest, you come to Dark Valley to look for the rest of them.

## Walkthrough

Speak to Hog; he will give you a couple grenades, and say that the rest of controllers must have went to the Brain Scorcher.

Go hunt for controllers in Dark Valley. There are two of them.

Don't forget to pick up another diary page from one of them. After killing both, Hunting at the Rusty Forest will trigger.

## Notes

* This quest and the next one assume that you already have the transition from Dark Valley to Radar by completing Classified data. It's not a requirement, though, it just makes the quest more logical.
Gladiator

After dealing with Blackwater mercenaries, they asked Arnie to set up a fight against you in Arena. The rules are as follows:

* You won't be wearing any armor, artifacts or gadgets.
* You are only allowed to use the issued gun.
* The mercs will be wearing active headphones.

Arnie will need a day and a half to organize the fight.

## Notes

* Guns issued to you are given in full condition and may be kept.
* Broken guns and ammunition grabbed from merc bodies are also kept.
	+ Most are normal guns, but getting a rare MP-133 in repairable condition may be important if you need one for quests.
* All of your items, including undroppable quest items, are put into the container next to Arnie.
	+ This is a good way of dropping unneeded quest items like extraneous notes, bugged items, or decoders.
Old icon

Around the helicopter:
Mercenary x5

Ambush:
Exploding zombie x11
Plague zombie
Mosquito zombie
Hunter-controller

Zakhar claims the hunters are busy preparing to reclaim an orthodox Christian icon in the Chernobyl-1 church. If we claim it in their stead, they'll be able to head to the Shevchenko to back up our squads.

## Walkthrough

12 mercenaries will be guarding the church. Be careful of the mines and the heavy foliage around the area and try to bait them out instead. Five mercenaries will be behind the church, around the downed helicopter (also mined).

The icon is at the top of the church. Picking it up will spawn mutants all around the church, but it's quite easy to exit by jumping from the roof. You can bait the mutants to the nearby friendly stalkers or take care of them yourself.

Return the icon to Zakhar and he'll have the hunters gear up and head to Zaton.
Collector's stash Cordon 4

## Walkthrough

All six variants:

* **2:46** Behind a chimney
* **3:44** Near the power distribution post *(translation error; should be "power substation")*
* **4:53** By the Moskvitch car *(hint: aim down your sights or use binoculars to reach more distant targets with F key)*
* **6:02** A grove between ATP and the railway embankment
* **8:19** Around the anomaly
* **8:43** In the concrete slab *(translation error; should be "in the oven")*
Hand over the foreign currency

Surprisingly enough, the journalist being held in Zaton was able to snap a clear photograph of Murzo in Eastern Pripyat. There must be a stash at the foreign currency store north of the laundry.

## Walkthrough

Head to the small store north of Dimak's laundry. Search the back rooms for a suspicious looking container.

Inside is some gear, but more importantly a note titled Recluse's Instructions. The note confirms that Murzo is a subordinate of Recluse, and that the two are exporting large amounts of product out of the Zone in exchange for something that is not clear quite yet. After picking this up the quest will close.
Hard target

From Petrenko:
VSSK "Backwoods"

Petrenko wants to send three Duty snipers as support, but they'll need to be outfitted with three specialized laser rangefinders that only the mercenary snipers at the Ironworks possess. All three will be stationed high on top of buildings inside the plant.

## Walkthrough

Assault the Ironworks as normal. The snipers won't be too much of a threat since they just use regular guns and not the powerful rifles lying in the nests.

Interact with each gun from the front to pick it up along with its rangefinder, each of which weighs 0.51kg. All together, the guns and rangefinders weigh 37.21kg.

* V-94 "Volga" - 11.7kg
* KSVK - 9.98kg
* CheyTac M200 "Intervention" - 14kg

Return to Petrenko to give him the rifles and rangefinders, but make sure to unload them for their ammunition beforehand. He'll promise sniper support and give you a VSSK "Backwoods".
Fast travel

The game involves quite a lot of running around. However, there are several shortcuts to reduce the amount of traveling, some are more controllable than others, some are more expensive than others.

## Transitions

Throughout the game, you will unlock plenty of transitions between locations, many will shorten your routes significantly.

## Manual teleport

You will find handheld teleports to certain locations in various quests:

* Bonus stash: Yantar
* Strelok's stashes
* Sniper storyline
* Islands storyline
* NPC chain quests

These handheld teleporters consume a Teleport artifact on each activation. The artifact can be bought from Doctor or Owl (30000RU for each, 10 and 5 in stock per day correspondingly), or transmuted manually if you have the recipe.

At the certain point in the plot (Kostya's stash, X-10), you will obtain a handheld teleporting device, which combines all personal teleports you found into one convenient interface and one item in the inventory.

Here are all locations for manual teleports:

Finding all manual teleports available in the game is one of the requirements for the S.T.A.L.K.E.R achievement.

## Single use teleports

There are single use devices that consume a Moonlight artifact from your inventory and teleport you to a different location.

At Kostya's stash, X-10 you will find 4 several **untargeted** single use teleports that transport you to a random location. The exit point is randomly selected from the list below; you're more likely to teleport to the locations that have more exit points.

* Cordon (15 exit points)

* Yantar (12 exit points)

* Dump (12 exit points)

* Wild Territory (11 exit points)

* Bar (7 exit points)

* Army Warehouses (4 exit points)

* Radar (4 exit points)

* Agroprom (3 exit points)

* Central Pripyat (2 exit points)

* Dark Valley (2 exit points)

* Agroprom Underground (1 exit point)

* X-18 (1 exit point)

After Vasiliev's PDA, Sakharov will be able to make **targeted** single use teleports for a Battery artifact and 20000RU. They are also obtainable for cyclic quests from several NPCs. Targeted versions come in three varieties:

* Teleport to the Cordon - teleports you to the military checkpoint, inside a KUNG.
* Teleport to the Bar - teleports you to the dead end behind the bar entrance.
* Teleport to Yantar - teleports you to the Sakharov's bunker roof.

## NPC-based travel

Certain NPCs provide fast travel services after completing a simple quest for them. You have to pay a basic artifact and some money. You have two options:

* Cheaper option will teleport you to a random unsafe place close to the central NPC of the location
* The more expensive option teleports you directly to the central NPC.

## Soviet monument teleports

In the last Old-timer stash, you'll get a multiple use handheld teleport that can transport you to a randomly selected Soviet monument in the Zone (Lenin statues, pioneers statue in Army Warehouses etc). It consumes a Teleport artifact on each use.
Kalmyk's container

After triggering a booby trapped backpack on the pump station, you were caught by Kalmyk and his people. He told you to complete a job for him to pay for trespassing; he wants you to grab his stash which is now "almost impossible" to get to.

## Walkthrough

The location of Kalmyk's stash will be marked on your map. It's on a small island, and is surrounded by anomalous teleports that throw you back when you attempt to reach it. There's a small gap between them, however.

Grab the stash and report to Kalmyk to receive your reward.

## Notes

* The artifact reward is random, and can be a Moonlight, Night Star, Drops of the Soul, Goldfish, Sea Urchin, or Fiery Dummy.
Fenrir's lair in Limansk

The next Fenrir's sniper nest is in Limansk.

## Walkthrough

Make your way to the construction site in Limansk. From the top floor, jump over to the unfinished roof, then to the platform of the nearby crane. There will be a stash with a note saying that the real nest is on the third floor of the apartment building nearby. As you approach it, 5 controllers spawn under the crane.

The real nest is on the balcony of the apartment building to the south; it's OOB, so you'll have to exit the location to the outside (you can to this by jumping from the crane again).

The full route is shown on the video below.

Report to Fenrir. He will instruct you to talk to Bubulyuka to get some weed.
Fly in the ointment

According to Kalancha's supplier, Murzo left one last stash on the farmstead in the Swamps.

## Walkthrough

The stash is in a small barrel next to a canoe on the west side of the farmstead.

Many kinds of explosives are inside along with Chessplayer's Dictaphone No25.

**"I used to keep the bodies in pieces in the refrigerator... Heads separately, limbs separately! Now I'm thinking, why get your hands dirty? You can have the whole thing as a live weight... A pig is a pig... Sanya Frost... your friend... First he suffocates, till they become motionless... And then slices them up like corned beef... Fresh and beautiful! You can find this scumbag... at the grocery store in East Pripyat. Only explosives can take down an iron door... And where there's explosives, there's Frost in pieces... Amen! See you soon... whelp!"**

This quest closes after playing the dictaphone and Common kingfisher opens as our priority shifts to rescuing Sanya Frost in the refrigerator.
Insurance

Dimak has a stash in the Eastern Pripyat grocery store basement containing a powerful weapon that is "better than a minigun." However, it's protected by a motion sensor bomb that will explode both you and the stash in one minute unless three activators are toggled off. Instead of actually telling you where the activators are, Dimak just cheerily sends you off.

## Walkthrough

The grocery store is marked on your map. Disable the activators and grab the stash for a 6G30 customized to fire anomaly underbarrel grenades.

### Location of triggers

   4th column (near the stairs of the corridor).

   Near Dimak's stash (right side of the corridoor).

    2nd column of the grey backpack (the grey backpack is located left in the corridor)

## Notes

* Unlike the 6G30 and 6G30 M209, the 6G30 "Zeus" fits into the intermediate (shotgun/SMG) slot which will likely be underused at this point in the game. However, its overall usefulness is up for debate given the extreme likelihood of causing friendly fire.
Get information about Strelok

After meeting Grey, Mole and his group at Agroprom is Marked One's next stop in the hunt for Strelok.

## Walkthrough

As you enter Agroprom, you're met by a stalker calling for help for Mole's group. Help them and free Mole. As he talks to you, a group of spetsnaz will spawn back at the gate. Kill them as well. Talk to Mole again, and receive information about Strelok.

## Bugs

* Sometimes, Mole gets stuck calling for help and won't budge, softlocking the quest. This is a vanilla SoC bug. The only known solution is to replay it before entering Agroprom, hoping to not hit the bug again.
5th part of the recipe

The 5th part of the recipe is somewhere at Jupiter, in the quarry.

## Walkthrough

The stash is inside one of the buckets of the giant excavator. As you walk over the top bucket, a massive amount of leaping pseudogiants spawns around.

The full route is shown on the video below (timecode **4:27**):

Report to Bubulyuka.
Invisible stashes: Agroprom

## Invisible stashes: Agroprom

### Reward

Zombie's embryo
Burer's embryo
Bloodsucker's embryo
Chernobyl dog's embryo
Wild cat's embryo
Boar's embryo
Tushkano's embryo
Psi dog's embryo
Bezoar
Red Bloodsucker Tentacles
Rucksack ×3

## Walkthrough

This is the first actual puzzle in the series. The route is on the video below.

The note in the last stash sends you to Generators.
Kuznetsov's deck

**From Kuznetsov:**
36000RU

**for Kuznetsov to talk:**
at least **30** cards
"Baileys"
Kuznetsov's stash

Kuznetsov is asking Marked One to find his missing deck that encodes the location of his stash.

## Walkthrough

The cards are usually found on bodies of notable enemies in various quests throughout the game. You only need 30 cards to complete this quest, because the cards are easily missed (bodies can become inaccessible, be destroyed in dynamic anomalies etc). However if you don't bring all 36 cards, you won't get the Card Player achievement, which is one of the three major achievements in the game.

Cards you pick up don't actually go into your inventory, to avoid cluttering it up. Instead, they simply increment a counter which is shown in a message each time you pick another card up.

Some quests with cards are available approximately mid-game, which could mean hundreds of hours in case of OP-2. To unlock all of them, you need to complete the following major storylines:

* Leshy
* "Gagarin" prototype
* Black Doctor's exoskeleton

### Decoding the deck

After picking at least 30 cards up, you'll also need to complete "Baileys" and find Kuznetsov's stash in Red Forest, otherwise Kuznetsov won't talk. Find it and obtain the Note with a cipher from it. With the note in your inventory, go to Cordon and talk to Kuznetsov.

Kuznetsov will decipher the deck into the hint for his stash: **"CNPP-1 - a building that is nowhere else"**. He also says that the hyphen is there for a reason, and that the clue for the location of the stash is hidden in the clue itself.

### Stash at CNPP-1

Head towards CNPP-1 and look for his stash. The stash can be found in the sign "ЧАЭС" ("CNPP") at the entrance to the CNPP-1 level.

As you can see, the "CNPP" is really in the hint that Kuznetsov deciphered with the help of his deck.

Among other things, the Military photo album will be there. Take it and bring back to Kuznetsov. After that, you will be able to give him all 36 cards. You will recieve the Card Player achievement, 36000RU, and a tipoff of a mysterious sword at the Undiscovered Land.

### Mysterious sword

The sword in Undiscovered Land is marked on your map. It's located on top of the large boulder, stuck in the rock. You can climb to it by jumping on the slope shown in the picture below.

Attempting to pull it out starts The legend of the knight.

## Notes

* Fallen Angel obtained in Kuznetsov's stash in CNPP-1 is one of the Artifacts for Dragunov.
* The blueprints in the stash allow you to craft the FN F2000 "Paratrooper" by bringing the requisite parts to Vasily. This gun is very flexible and remains relevant all the way up to the end of the game.
Components search: Part 2

Proper70 tells you the third part of the recipe: Phobos, 7 Golden chunks, and a Poltergeist's Heart. For the Phobos, you'll need to visit Vagabond at Zaton.

## Walkthrough

Head over to Zaton and talk to Vagabond. He says that his brother, Beard, knows where to get the Phobos artifact. This starts Searching for Beard. Complete it and obtain the Phobos.

Other artifacts are obtained in other places:

Poltergeist's Heart:

* Strelok's last stash
* Old-timer's backup stashes

Golden chunk ×7:

* Anniversary celebration
* Golden chunk (up to 6 extra pieces can be found)
* The assassination of Sidorovich
* Voronin's tier 3 cyclic in Pripyat-1 Underpass (kill 10 Spiders)

After obtaining all required artifacts, report to Proper70. He instructs you to go to Skadovsk on Zaton and ask around here; he will contact you there. This starts The third part of the recipe.
Fenrir's PDA

The mercenary who tried to kill you in Cordon also got Fenrir wounded. Fenrir was forced to run, leaving some of his stuff behind. He wants you to grab his PDA from his sniper nest on a tree in Cordon.

## Walkthrough

Head over to Cordon. The tree is near Sid's bunker, and is marked on your PDA; upon arriving there and observing Fernrir's rucksack on the branch, you realize that it's out of bounds and can't be reached by normal means. One way to reach it would be to climb the dead tree nearby and jump to the nest.

Here's the video with the route.

After approaching the rucksack, four hostile military spawn under the tree. In the stash, you also find a photo of the military general Fenrir was trying to ambush.

Return to Fenrir with his PDA.
Nostalgia for the present

Vasily must be able to help us expose Sviblov. We should return to the Swamps to check on him and ask for his assistance.

Bring one vial of Atropine with you to the Swamps.

## Walkthrough

Vasily is still grieving for Kholod but is willing to help when Strelok explains the situation. The plan is to slowly poison Sviblov through his food and monitor any changes - Vasily can do this by helping in the kitchen and with the dishes. In return, he sends us on Homage to pay respects to his friend.
Fenrir's lair at the Dump

The next Fenrir's nest is in Dump. He had two, actually - on the observation towers near the hangar and vehicle graveyard. He also warns you about BTRs you'll probably encounter on this mission.

## Walkthrough

The stashes require some hardcore climbing. Make sure to be full crouched before picking both stashes up, as doing that will spawn BTRs and military snipers with VSSK "Vykhlop". Fenrir advises to take an RPG-7 with you, but it's inconvenient as one of the BTRs will be behind the foliage which detonates the projectiles mid-flight (which doesn't happen with PTRD).

Here's a schematic with all sniper and BTR locations:

Here's a video with the route to both stashes.

After destroying all 8 BTRs, return to Zaton to discover that Fenrir is missing.

Speak to Resident Evil. He says that Fenrir is waiting for you at one of his sniping nests, but he will only tell you the exact location after you find him something.
Murder investigation

Ambush squad:
Mercenary x10

A stalker named Bone-setter was brutally murdered during a short power outage in the Bar. Barkeep wants us to gather information about the night of the murder and corner his killers.

## Walkthrough

### Bar

Speak to each of the stalkers listed on the objectives. You'll need to bring a Vodka before Hunter will speak to you. Most will repeat the same approximate sequence of events - the power went out, Baldy accidentally smashed a bottle, Garik went to check on the generators and his NVD was missing, and when the lights came up Bone-setter was dead.

The next objective just says to check on stalkers in the area. The one you need to talk to will be at the campfire in the hangar east of the northern checkpoint. He'll reveal that a stalker named Hook was running from the scene while wearing a night vision device. Lanky had recent dealings with him and is your next contact.

Lanky gets you in contact with Hook's squad, and Chine messages you demanding four photographs of the Gauss installation in Zaton. This opens Gauss installation.

### Eastern Pripyat

After the delivery of the photos to Lanky, Chine notifies us of Hook's presence in Eastern Pripyat with a merc squadron in the Yubileniy building. It is occupied by a squadron of 10 mercenaries, along with a turret just to the left of the staircase up to the 2nd to top floor. At the rooftop, peek left to take out another turret.

Hook will be on the rooftop and you can speak to him - as it turns out, he was one of the masterminds behind the plot to bomb several sections of the Bar resulting in the actions in Sudden attack. Bone-setter witnessed the planting of one of the bombs, and Hook used their mutual trust to act as an accomplice in the murder. He was the one who shut off the generators just before running off with Garik's NVD.

After disclosing this information he'll be killed by a scripted sniper, who will also take shots at you. 10 mercenaries will close in from all angles to cut off your escape, but using your height advantage you should be able to make it out.

Return to Barkeep with the info and claim his support.

## Notes

* The natural spawns in the area by the Yubileniy will cause issues. Zombified stalkers will be loud and attract attention, and the trio of electro, pyro, and chasing-controllers can pose an actual threat if not taken out early on.
* In the final dialogue, Strelok decides with Voronin to spread the word that Hook was the real murderer; the details of the attempted bombing by the undercover mercenary crew likely would have eroded Duty goodwill if they got out.
Goldfish (quest)

Kostya wants you to bring a Goldfish artifact in return for the info about the previous stash.

## Walkthrough

The Goldfish is in the Cordon's mill, inside a brick booth. It's blocked by the teleport, but you can shoot it (shotguns always give the best impulse due to the large amount of pellets) and push it to the other side, where you can pick it through the gap. This specific artifact is special and won't give any shock on picking it up, although it's still radioactive, just like a normal Goldfish.

## Notes

Kostya won't accept any other Goldfish, only this specific one.

## Bugs

* It's possible to accidentally push the artifact into a dead corner, and it will be real hard to get it out, even with a grenade. Save before you shoot it.