recursal/Fanatic-Fandom huggingface dataset:
Seconds to death

You found Genka the Sapper, but it turns out he stepped on a mine, and it's ready to go off if he moves. You should help him, or you'll never know the code to the Iron Forest bunker.

## Walkthrough

After talking to Genka, the timer will start. You'll have to set him free in 8 minutes somehow. Genka can be set free through the dialogues, during which groups of mutants and bandits spawn around. The last group is two librarians.

Upon killing the last mutants, talk to Genka, and **carefully** read his explanations, then make the right dialogue choices according to his explanations. If you do something wrong, the mine will blow up and the quest will fail.

After freeing Genka, talk to him about the code to the Iron Forest bunker door. He will answer with a puzzle, which can be resolved into **4815162342**.

## Notes

* "Typhoon" Turret will make this quest *significantly* easier, as it obliterates packs of small mutants in a couple seconds.
* This isn't mentioned anywhere in the dialogue, but after this quest the shack at the dock cranes will be unlocked, with huge amount of ammo spawned inside.
Mercenary camp

Zakhar is asking for help in getting rid of a mercenary group in Wild Territory that is harassing his hunters.

## Walkthrough

The group of 6 mercenaries can be found right after entering the Wild Territory from the Bar. Kill them and return to Zakhar for the reward.

## Notes

* If you're visiting the Wild Territory for the first time, the transition back to Bar will be blocked and you'll be unable to return until you Meet Kruglov and escort the scientist team all the way through the level, unlocking the path to Yantar.
* This quest is surprisingly short, even for a side quest. Usually for OP 2.2, especially during Missing expedition series of quests, you get spammed with enemies.
Radio suppression

Docent can track down Leshy for you, but the signal is blocked by jammers recently installed by mercenaries over the southern parts of the Zone. The jammers are located on the roofs and other vantage points.

## Walkthrough

The approximate locations of the jammers are marked on your PDA map. You have to find the angle from which they can be seen, and blow them up.

Besides the jammers, there are 4 turrets installed in the Wild Territory. The schematic with the best approaches to those turrets is below (it assumes you enter from the Bar).

1. On top of a building, on the corner
2. On top of a building, on the corner
3. On top of a building, on the corner
4. On top of the construction site

In the Dark Valley part, you stumble upon a mercenary squad; these are probably the ones who were installing the jammers.

After destroying all jammers, report to Docent. The next issue he tells you about is that the Leshy's beacon data is encrypted; this leads to Decrypting the PDA.

## Notes

* You must enter the online radius for the jammers before they become visible. This is especially noticeable with the Yantar and Radar jammers which should be visible long outside their online range.
The assassination of Sidorovich

After sending the fake message about a new mercenary looking for a job, you approach Chimera, the leader of the Avengers. He gives you a simple job to test you out: assassinate Sidorovich and bring his head as a proof.

## Walkthrough

### Infirmary

Talk to Shura the Gynecologist to discuss the situation. He will direct you to Eagle-Owl, one of the hunters here at Undiscovered Land. He can make a fake stuffed head to present to Chimera. Shura will send Sidorovich a message, requesting his photo to make the head, and give you 30000RU to pay Eagle-Owl.

Additionally, Shura will show you the assembled Perfusor, it's on the floor next to him. (Don't pick it up, you don't need it).

### Sidorovich's head

Complete Taxidermy mount for Eagle-Owl, wait a day, pay him for the work, and obtain the fake Sidorovich's head.

### Avengers camp

Bring the head to Chimera. He will refuse to give you the reagents, paying with a Golden chunk instead, saying that he keeps the reagents in the stash for them not to be stolen.

Additionally, he will say that the Avengers are going to search for the missing daughter of some big shot from the Big Land here, in Undiscovered Land.

After this, Cyclop will contact you and say that he has a lead to the stash.

## Bugs

* The neutrality during this quest only affects the Avengers from the camp. Sometimes, some Avenger backups can spawn in the camp to walk into their ambush spots, those can attack you (and you may fight back, without others being upset).
Tools for Dimak

From Dimak:
.700 Nitro Express x15

After accepting a whopping 2,000,000 RU for the bulk of the order, Dimak wants your assistance in a certain matter in return for preparing an extremely powerful weapon. A stalker by the name of Sinner went missing while looking for vehicle maintenance tools in Jupiter, and a suspicious SMS and voice message asking for Marked One arrived from his PDA.

## Walkthrough

### Before springing the trap

Sinner is in the mercenary checkpoint in the center of Jupiter, which is suspiciously empty of all signs of life besides him. As you ascend the stairs to him you may notice the landmines set up in the first doorway and all around the room. There's just enough room to sneak by to the second doorway and make your way around the wall to speak to him.

After healing Sinner he'll reveal that he's a hostage and you've been drawn into a Trap.

### After the assault

Speak to Sinner after taking care of the assault and he'll express his thanks. The rucksack with the army tools is on top of the building the two of you are currently in, and can be reached by just hopping up on the stairs. Bring them back to Dimak to start Insurance.

## Notes

* The landmines do not despawn and the next natural merc spawn in the room will immediately die to them when you approach the online radius.
Radioset

Wolf is asking Marked One to find out Tolik's whereabouts and more importantly the whereabouts of the radio he had to drag to the Army Warehouses.

## Walkthrough

Head out to Cordon and find Tolik just drinking vodka in the Rookie Village, making up bullshit reasons for not going to Army Warehouses. Apparently he lost the radio at the Dump, in a trench with pipes in it, which is the only true thing he says.

Travel to the Dump, and pick the radio up (it weighs 15kg). Turns out Tolik wasn't lying about bloodsuckers after all, because 5 bloodsuckers will spawn around. Kill them.

Deliver the radio to Wolf.
Vodka

Drinking vodka removes some radiation and gets you drunk.

After drinking 70 bottles, you'll become Alcoholic.

Trying to drink more than 5 bottles in a single day (6 if you're alcoholic) will kill you.

## Location

* At least 12 bottles as loot in Cordon

## Notes

Drinking vodka reduces your health, along with making you more hungry.
Unexpected message

After Meeting of the authorities, you got a message from a mysterious character named Lightning. She wants to meet you, but says that your PDA has been bugged by multiple people, so before replying to her you first need to get rid of the bugs.

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

## Walkthrough

Time to go see Docent in the Bar for an explanation, as he was the last person who touched your PDA in Broken PDA.

Go to Bar and speak to Docent. He tells you that he was paid to do so by some stranger; he carried a Monolithian Gauss rifle, was wearing the ashen-colored trenchcoat with a hood, and had his face bandaged. The radius of the bug is small, so he must have some powerful repeater in the area.

After the talk, Docent removes the bug. Marked One messages Lighting that his PDA is clean. Lightning encourages him to meet her at the Monolith Control Bunker. That starts Meeting with the Lightning.

## Bugs

* The talk with Docent doesn't require you to complete the Broken PDA, making it possible to make this quest pretty illogical.
Walkie-talkies for Duty

Voronin wants you to locate eight high-quality Kenwood radios to facilitate Duty communications. Adrenaline is a good place to start for this information.

## Walkthrough

Head over to Agroprom and talk to Adrenaline. He will give you information on the first four radios for free.

Blackwater mercenary squads have been spotted all across the Zone using the kind of radios you are looking for. Wild Territory, Construction Site, Central Pripyat, and Radar. Each of these locations will contain a small squad of 5-6 mercenaries and typically a turret or light APC. The radio will be on one of the mercs.

To obtain four more radios, Adrenaline wants you to find his couriers who have disappeared all across the zone in the quest Shifters.

After obtaining all eight radios, return to Voronin for your reward.

## Notes

* Quasar you receive as a reward is one of the Artifacts for Dragunov.
Under siege

Kalinin got the military frequency on the messenger's flash drive. Listening to the military chatter, he concluded that the military are planning an attack on the stalker camp. He wants you to fight them, and bring an RPG-7 and PG-7VL "Luch" ×6 with you.

## Walkthrough

The quest will be marked complete as you show Kalinin your RPG-7, leading to Confrontation.

## Notes

* You need to bring an RPG-7 and 6 grenades separately, a loaded RPG-7 and 5 grenades won't count.
Perimeter defence

Zakhar sends you to help one of his hunters named Sepator and his men, who are getting back from a long hunting mission with a large haul, but are being sieged by bandits.

## Walkthrough

Sepator can be located at Cordon's mill. Talk to him and the attackers will spawn around the barn. Kill them, ensuring that Sepator is safe. Jump onto the barn roof, and pick up the backpack with mutant parts. Bring the parts to Zakhar. The stash weighs **50.1kg**! Make sure you can lift that.

Here's the exact list of parts you need to deliver to Zakhar:

* Izlom Hand ×20
* Controller Hand ×10
* Pseudogiand Hand ×15
* Bloodsucker Tentacles ×15
* Flesh Eye ×30

Sepator's other people (Kalter and Korn) are not important and don't need to be protected, but Sepator being dead will fail the mission and you will not get a Raven's Eye, which this quest is one of the first quests to obtain the 3 additional Raven's Eyes for Akim.

## Notes

* After the fight, Sepator will walk to the Rookie Village, to stay in the house closest to Sidorovich's bunker. **He doesn't send a red beeping SMS on his death**, indicating that he's not essential. He's not involved in any quests, but has a good unlimited shotgun ammo exchange, and a chain quest required for the S.T.A.L.K.E.R. achievement. At the same time, he's likely to die in any skirmishes inside the village. If this character is valuable to you for any of those two reasons, keep an eye on him after each large firefight in the village (there will be at least a couple, inevitably).

## Bugs

* Sepator takes an erratic route to the village, possibly dying in the process. Just leave the area, switching him offline, and he should appear in the village.
Recharging

Docent will fix the control unit required for the turret in Perimeter protection, but he needs you to verify his theory. You have to recharge dead batteries by touching an electrochimera with them. A good specimen was spotted at the road to the Dump recently. He gives you 26 batteries, weighing **32.5kg** total, and a Battery artifact.

## Walkthrough

The chimera can be found at the road to the Dump.

You have to chase it and press F on it, receiving the electric shock each time. You can minimize the shock by wearing more Battery artifacts than those two Docent gives you.

Return to Docent with recharged batteries, and receive the working turret control unit, and your reward.
"A part of every living specie"

Akim wants one part of each mutant, except for a zombie hand and controller's brain; 41 parts total.

## Walkthrough

Complete list of the parts wanted by Akim:

* Bear Paw
* Bezoar
* Biomass Growth
* Black Cockroach Abdomen
* Bloodsucker Tentacles
* Boar Hoof
* Brown Cockroach Abdomen
* Burer Hand
* Cat Tail
* Chimera Claw
* Controller Hand
* Crawler Ridge
* Crow carcass
* Deathclaw Horn
* Dog Tail
* Female Zombie Sternum
* Flesh Eye
* Frog's foot
* Fruitbat Liver
* Ghoul Tongue
* Gnome's hand
* Izlom Hand
* Karlic Hand
* Librarian Hand
* Parasite tentacles
* Plague Rat's Spleen
* Plagued Zombie Hand
* Poltergeist Eye
* Pseudodog Tail
* Pseudogiant Hand
* Rat Spleen
* Ratan Heart
* Red Bloodsucker Tentacles
* Red Burer Hand
* Scorpionfly Stinger
* Snork Foot
* Spider Gland
* Splinter Leg
* Tushkano Head
* Venom Claw
* Wolf fang

## Notes

* Specie is a nonstandard spelling of the word "species".
Specific taste

Lukash wants us to clean up the base from rats and roaches, collecting 20 each of Rat spleen and Brown cockroach abdomen for a meal that he promises is not absolutely disgusting like it sounds.

## Walkthrough

A few dozen of both rats and brown roaches will spawn in the base after the conversation. Draw them away from the Freedomers and unload a few underbarrel grenades to quickly clean up the group. With the 10 spleens and cockroach abdomens found in Anarchist's stash, you should be able to collect enough to turn in the quest easily.

Hand in 20 of each part to Lukash and he'll reward you with a Mauser C-96. Continue the conversation, and Strelok attempts to get information on who the black marketeer in the Freedom group could be. Lukash, of course, wants us to perform a task for him before divulging the information and sends us on Mercenary's honor.
Thermal insulation

Voronin is sending a Duty group to Radar, but he needs thermoses for them to keep their food in. He wants 5 large thermoses and 5 small thermoses, and sends you to stalker camps in various locations to find them, and also to Garik.

## Walkthrough

Visit Garik, Barkeep's guard. He will ask for 20000RU and Cigarettes Lucky Strike ×10. After bringing him that, he will say that you will need to look at Monolith, Avenger and bandit bases, and also at Dump, Swamps, ATP, and Radar.

### Thermoses locations

* **ATP**
* **Swamps**
* **Dump**
* **Wild Territory**
* **Army Warehouses**
* **Radar**

## Notes

* There are 12 thermoses but Voronin only needs 10. You can give the rest to Chef for his cyclic.
* The reward is a module for the SKAT-15 exoskeleton. Refer to Old documents: part 4#About SKAT-15 for details.
* The small thermoses won't spawn until you speak to Garik and pay him for his information. The large ones will from the start, though.
The night watch

A horde of crawling poltergeists have started to harass the bandit base and camps in Dark Valley. Hog wants you to get rid of them, but they only attack at night.

The plan is to check the abandoned factory and gas station, and exterminate any poltergeists there. Then it's time to come back to the base and wait for the main poltergeist attack, giving an opportunity to kill the leader.

*This quest can only be started from 12:00AM to 2:00AM.*

## Walkthrough

Head over to the abandoned factory marked on your map; a group of bandits should be already there. As you make it to the second floor, your night vision device will turn off suddenly, and the poltergeists start spawning all over the place, fighting the bandits. Kill all of the poltergeists and you should receive a task update message.

Move to the gas station, into the place marked on your PDA map on the first floor. After getting inside the building, another wave of poltergeists will spawn. Kill them all.

Move to the bandit base and enter the building marked on your map. The third poltergeist wave will spawn. Among those, there should be a crawling poltergeist with the marks on its body; it's their leader. You must kill him for the task to update.

After killing off all poltergeists, report back to Hog.

## Notes

* After completing the quest, your night vision device should be working again.
* Carve all poltergeists before moving on to the next area, as this is another mission where mutant bodies are set to disappear when going offline regardless of whether they have mutant parts on them or not.
Sharpshooter

To earn bandits' respect, Hog wants you to demonstrate your sharpshooting skills. You have to shoot 130 of 135 Vodka bottles from the reservoirs at the gas station.

## Walkthrough

After accepting the quest, a ratwolf will spawn on the gas station.

Having a precise sniper rifle with cheap ammo is strongly advised for this quest, as the bottles are small. AN-94 "Sniper" upgraded for accuracy by Lanky is a good candidate. Climb the reservoirs and start looking for bottles set across the entire bandit base, from the broken truck on your left, to the gas station building on your right. Some bottles require changing your position to be visible, some require standing on the railing.

Once you climbed the reservoirs, you cannot leave until you're done, or you'll fail the quest. You can fall and climb back up, but not walk much further.

## Notes

* If you need to search around the base for troublesome bottles you've missed, simply quicksave and jump down. The quest will fail, but the bottles will stay there for you to investigate more closely.
Sidorovich's "Debt"

*("Interests" is also here as it's a small related task)*

As you walk past the brick house at Cordon, you get a weird text message from Sidorovich asking you to repay Sidorovich's debt to the stalker inside the house.

## Walkthrough

### Variant 1

After checking that everything seems to be in order, give 70000RU to the stalker. Travel to Sidorovich, and he will tell you it was a scam by some gang, and give you a gift to compensate for your loss.

### Variant 2

Check Sidorovich out first to verify that he really messaged you. Realize it's a scam. No money wasted, but also no gift. This variant also blocks another quest where you encounter the same scammer the second time, much later. (Vengeance)

## Notes

* After visiting Sidorovich's bunker, the scammer will go away, and your only option will be to talk to Sidorovich.
* Getting scammed is the only way in which you can obtain an Artefact detector in the early game, so it's possibly worth it. Besides, in the follow-up quest you'll get the valuable transition that will cut your travel time substantially. (and it's required for the S.T.A.L.K.E.R. achievement)

## Bugs

* **If you wait too long, the scammer will disappear and the task will be stuck in your PDA forever.**
Return to Valley of Whispers

On the way to the southern camp:
Bandit ×8

Southern camp:
Bandit ×10

It's time to reclaim your gear and free Sanya's imprisoned friend Gulnara in the Valley of Whispers.

This is an unmarked quest.

## Walkthrough

### Collector, again

The sewer map will be full of any mutants you didn't clear out your first time around, which probably means lots of mosquitos. Underbarrel grenades or cheap explosive hand grenades will go a long way to clearing them out fully. The scripted Drowned zombie does not appear, even if you didn't kill it.

Regardless of whether you killed the zombies in the beginning of the map or not, they will be replaced with more random zombie spawns which can be special if you're unlucky.

### Entering Valley of Whispers

Speak to Sanya once again when you emerge and give him the ammunition. He'll set out with you towards the central camp immediately.

Run to the central camp with the help of the invincible Sanya, and unexpectedly Dana will join you in fighting the bandits. Enter the code 642461433 into the safe down by Khan (who is also still friendly) and reclaim everything.

You can speak to Dana about the Furies, who she seems interested in joining.

Talk to Sanya again, and he'll let you lead to the southern camp. Progress will be much slower since he will get distracted by every mutant on the pathway there and cannot jump over gaps to take shortcuts. Bear with him since you need his dialogue at the southern camp, and take out two camps of four bandits each on the way there.

Clear out the few bandits at the camp and give Khoma his just desserts. Take the keys off of his body and the armored bandit next to him, and open the cell in the basement. Speak to Gulnara and Sanya to finally close the book on the Valley of Whispers and receive the Liberator achievement.

## Notes

* There will be a huge lag spike if you use "take all" on your gear in the safe.
* Dana, who was once very easy to kill, is tagged as essential after your return and will not die by accident.
* If you had at least 100kg of items on you during Devil's Triangle as advised, you will get 250000RU extra on picking up the briefcase with cash. Otherwise, the game considers that you have cheated the mission, and your total money will be halved.
* There are some stalkers still being held captive in the northern part of the zone. You can free them if you like.
* It may be tempting to return to Valley of Whispers after completing the storyline to take advantage of Pirogov's lucrative unlimited exchange, but you will have to work your way through the sewers every single time you do so. The mass amounts of mosquitos naturally respawn along with a particularly difficult group of special zombies at the exit to the valley.
Rucksack

Rucksacks can be used to create custom stashes, which are highly optimized for hoarding. Unlike standard containers, they can easily hold thousands of items without lagging the game out. Rucksack has a GPS tracker built in; it will warn you if any NPC steals it.

Double-click a rucksack to create a stash under your feet; its GPS tracker will appear as a mark on your map, with a hover tooltip showing the contents.

The default interface is list-based, and has filtering and sorting available. You can switch it to the classic icon-based interface if you desire.

## Location

The contents of most quest-related stashes are grabbed together with rucksacks, which is the main source of them. The entire game has about 500-600 rucksacks total.

## Notes

* You can drop a rucksack onto a vehicle and drive around with all its contents.
* Rucksacks can be used as stepstools to jump a bit higher.
* To the game engine, rucksack is a physical object with huge weight; this causes various game physics-related quirks. Sometimes they can send you flying dozens of feet into the air just by using them. When driving with a rucksack on top of a vehicle, it will collide with vegetation (unlike the vehicle itself), slide and drop onto the ground. Counterintuitively, dynamic anomalies can easily send a rucksack flying across the location.
* The icon overview allows you to carry your loot without limit.
Territory exploration

As the missing girl was last seen in the Radar, Fang sends you to look for her traces into the newly opened Warlab, as nobody probably looked there yet, and she possibly went there from Radar. He gives you the transition there.

## Walkthrough

Enter the lab through the new transition located behind the door in the underground corridor in Radar. The code is obtained in Toolbox if you haven't opened it yet.

A large Mercenary squad and an even larger Monolith squad will be fighting here. Stay where you are until the fight has settled down, then carefully move in to mop up the remains. Due to the extreme close quarters and the heavy armor of the Monolith troopers, a snappy shotgun will go much further than an SMG or pistol in winning you these engagements.

After getting rid of most of the troopers and coming to the lead merc's body, Fang will contact you to meet up in the Army Warehouses. Make sure you pick up the Mercenary's notebook from the body before clearing out. The notebook contains the note, seemingly addressed to Skygazer:

>
> Hello, stalker. They say you've pulled some sort of trick by getting some crazy rookie out of a Death Truck. Our hands are powerful and far reaching, so do not take us for simpletons.. Listen here - we know where the girl is, and we need her. We will not spare the money for her ransom: we have other ideas in mind that we can share with you. We will still find her, no matter what. We'll discuss the rest of the matter in person. I am sending a messenger to you. You need to tell him where and when our next meeting will be.
>
> - Goon
>
>
>
>

Exit the lab through the X-16 transition, as the route back to Radar is blocked by a teleport during your first visit. Meet Fang at the abandoned farmstead at Army Warehouses.

Report on what you've seen to Fang and discuss the next steps. Apparently the mercs know where the daughter of C-Consciousness member is; you need to go to Lukash, who is known for being a mercenary before, and ask him if there's any way to earn mercenaries trust.

## Notes

* There are a number of handsome bonus stashes and other loot in Warlab that can be picked up on first visit. This includes a full condition FN F2000, various packs of ammunition, a Sea Urchin, a Rattle, and other rewards so it is worth the time to look around.
* Loot from fallen enemies can be stored in vanilla containers all around the lab. There is a particularly easy one to reach in the right-hand elevator shaft on the top floor, just beyond a crack in the closed doors.
* You can also easily pick up the last notebook for Scientific treatises and the Old-timer's stash on your first visit here.

## Bugs

* Some of the remaining Monolith troopers can wander into inaccessible areas like Klenov's spawn location. Luckily you do not need to kill every single one to advance the quest.
Village defense

**Secondary drop:**
Military ×4

The elite military killsquad is finally descending on Old Village, and Kolmogor needs your help to make sure they cannot re-take it.

## Walkthrough

Within a couple minutes of accepting the quest, two helicopters fly in and unload the troops. Don't bother taking them down immediately: Mi-24 is only vulnerable once it flies away from the landing zone, and the smaller helicopter is completely invulnerable. Kolmogor, Panther, and Pilgrim are all essential, so don't bother protecting them.

After a while, Kolmogor will say that he doesn't see the commander among them. The small invulnerable helicopter will return, unloading a small squad led by Captain Gnats. Watch out for his Maschinengewehr 42, and loot his body for an important PDA and a guaranteed Crystal Soul.

In 40 seconds after picking Gnats' PDA up, it will play the audio record. From the audio, it follows that Gnats was looking for Panther, using her brother as a hostage, and Marked One as another leverage to lure her into the village.

Once you have the PDA and listened to the record, speak to Kolmogor to give it to him and close the mission.

**Make sure to also talk to Pilgrim before leaving!**

After the mission, Klyonov will send you a message to drop by the Warlab.

As you approach the Klyonov's room, you will get a call from Kolmogor and Pilgrim, telling you that Panther has gone missing. Ignore everything about the locations they mentioned and talk to Klyonov instead, leading into Psi antenna.

## Notes

* Do not descend into the basement with Panther like Kolmogor asks you to. She may sit down and become passive and having her up top clearing enemies will be helpful.
* The blue suits that the non-exo elites are wearing are Healing Berils. You will likely loot a few broken ones from their bodies.

## Bugs

* Gnats and his squad tend to get stuck in the basement of the house they land in and refuse to leave. You can toss grenades down to kill them since trying to descend the ladder would mean a quick death.
* It's possible to speak to Kolmogor before picking up the commander's PDA. The mission can be closed as normal, and the PDA can be picked up afterwards. The audio log will not play in this case, and there's no telling if this breaks anything down the line, so it's better to reload and play the mission normally.
* If you leave the area without speaking to Pilgrim, Klyonov will have no new dialogue until you do so. Luckily you can simply return to Old Village, exhaust his dialogue, and return to Klyonov with the only consequence being wasted time.
Trap for Beast

Ghost is alive, but he's still on the run from Last Day. He already killed their former leader some time ago, but the group has come together again. Ghost wants to kill their leader, Beast. He was reported to be at the northern farmstead in Swamps along with his right hand, Squint, where they intend to set up a base. Ghost's people already gathered to attack the farmstead, but he wants you to help them to kill Beast and retrieve his flash drive with his hit list.

Ghost tells you that you have to find him at the Construction site later, because it's too dangerous for him to stay at Radar. He also hints that X-10 might be connected to Last Day's lair somehow.

## Walkthrough

Ghost's people, led by Owl, are gathering on a hill to the south of the farmstead, to prepare for the assault. Their position will be marked on your map. Approach Owl and talk to him to begin the assault, in which Owl will be the first casualty as a scripted "sniper shot" will take him down. Pick up his flash drive and gun (AKS "Stormtrooper"), which will start A Farewell Note.

Continue the assault and kill everyone on the farmstead, including Squint. This might be tough without a rifle with a computerized scope (such as AWP "Antikiller" or FN F2000 "Executioner"). You can let stalkers die, killing some avengers in the process, and snipe most of them from the hill as they all will be rushing you.

There's no Beast among Avengers, but from Squint's body you can pick up the flash drive with Last Day's hit list; Strelok will be on top of that list.

Bring the flash drive to Ghost at Construction Site (the route will open in Combat).

## Notes

* The Ghost's Gauss is uniquely powerful and deals ~3-5x more damage than any other weapon using this ammo, guaranteeing a one-hit kill for any NPC enemy. It's also full-auto, carries 20 rounds, and can mount a collimator.

## Bugs

* Don't stack this quest with Brother Luis. They take place in the same village, and Owl could die without being able to talk to him at least once, which is required.
Repeater

Dragunov's PDA mentions a special component, a "Repeater", hidden inside the Brain Scorcher at X-8 laboratory.

## Walkthrough

Return to X-8 and search the Brain Scorcher miniature - it's a vanilla container that can be interacted with. Give this device to Klyonov, who impatiently informs you that he doesn't have time to insert it into the chip reader today and to return tomorrow.

Return after 24 hours for the information that the completed chip reader is actually a signal transmitter, and the receiver is a device located in Bunker "D-6". The Monolith's Arms will start from here.
Return to the Dead City

After finding the transitions to and from the Dead City, you have to deal with Last Day.

**BUG WARNING: Before entering the Dead City, make sure you don't owe Doctor any missions, otherwise they'll fail later.**

## Walkthrough

After finding the Stash at the Agroprom, Norman contacts you and advises to find Perfumer once you enter the Dead City, and also take the following with you:

* Cloaking exoskeleton
* Colt M16A2 "Anomaly" (in any condition)
* significant amount of money (not a terrible spoiler: 500000RU)

You can look at the next quest (Release) to see how they will be used. Alternatively, you can ignore the advice; in this case the next mission will be significantly harder.

Enter the Dead City through any available transition; the message exchange follows, in that Sakharov asks about the location of his wife, and Faint says that he won't leave the location right now. Despite that, you are free to kill the bandits at their base, as he's not there.

Check your map for Perfumer's location and clear the entire area around his shack to ensure there are no enemies in the immediate area. Speak to him for updates on the current situation. It turns out that Doctor has been captured by Last Day, and is being held hostage inside the school building by the squad led by Duda.

Perfumer contacts Duda to find out if he would prefer a bribe to release Doctor and betray Last Day. Duda answers that Marked One can come to the school building, but he should approach unseen from the back entrance, avoiding the main square.

After that, Perfumer gives you the field sensor to fool the security system, and contacts Sparkle who seems to be his love from the Last Day leadership, according to Norman. He urges her to shut the protective field down for a few minutes. This starts Release.

## Notes

* The conversation with Perfumer roots you to the spot for a long duration. You can still shoot, but you will be at an extreme disadvantage if any enemies advance on you in the house.

## Bugs

* Turn in any cyclics to Doctor BEFORE returning to Dead City. A bug causes any in-progress cyclics to automatically fail after a certain point in the next quest.
Stash in a stash

As an advance payment for the bioradar, Catbehemoth gives you a tip on the stash with some useful loot: "Look for the stash in the stash".

## Walkthrough

The tip is a mistranslation. In the original version, the tip is a word play; there's no way to keep it when translating to English, but the correct meaning would be "the stash in the **hideout**". That is, Strelok's group hideout inside Agroprom Underground.
Sack of "weed"

Skinflint wants to try the new variety of anomalous pot Deserter gathers at Agroprom. He asks you to buy some from him for food and vodka.

## Walkthrough

Obtain Canned food ×20, Bread ×20, Vodka ×20, and Sausage ×20, and bring all this to Deserter, found in his trailer at the Agroprom swamp. Grab the bag of weed outside of his trailer, and get it to Skinflint.

## Notes

* Additional military for Illegal order and the order itself actually spawn after accepting *this* quest, and the playing card along with them.
Wesker's stashes

The stash expert Wesker is challenging us to find each of his stashes hidden across the Zone. Each will be marked on your map, but will be extremely difficult to access without jumping artifacts and will require specific parkour techniques.

**Mild warning: This quest has no concrete reward and is only done for the challenge. This article will contain spoilers and can reduce your enjoyment if you are considering tackling this questline blind.**

## Walkthrough

There are two stashes in Zaton, four in CNPP-2, one in CNPP-1, one in Red Forest, one in Cordon, four in Eastern Pripyat, two in Central Pripyat, one in Limansk, one in Wild Territory, two in Dark Valley, and one in Agroprom for 20 stashes in all. If you want to save a little time, save those in Eastern Pripyat for last.

After picking up the final stash, Wesker will tell you to put together the message from the gathered notes, and each word starts with a capital letter.

The completed note reads **Look for Greenhouse Effect!**, which references the greenhouse in Eastern Pripyat east of the school. Wesker's final stash is on the roof of the building connected to it, which can be reached from the streetlamp after jumping from the schoolhouse roof. Inside is the full backstory of Strelok.

Return to Wesker on the Skadovsk and speak with him to receive the Zone Expert achievement.

## Notes

* These stashes are meant to be done without jumping artifacts, which can trivialize reaching them.
	+ The same is true to a lesser degree about stacking rucksacks or backpack jumping.
* Strelok's backstory reveals the importance of the flavor text in the Gromov achievement received after speaking to Ozersky. Sergey Yakovlevich Gromov, the scientist who worked alongside Ozersky, is actually Strelok's own father.
Warlab

## Warlab

### Known as

Военная Лаборатория (Russian)
Варлаб (Ukrainian)

### Connects to

Radar
X-16

### Key NPCs

C-Consciousness Klyonov
Bum
Vitamin
Volazar

The laboratory gets populated after Assault on the Military Laboratory.

## Transitions

* from and to Radar: accept Territory exploration
* from and to X-16: accept Territory exploration
* to Army Warehouses: accept Stuffed pseudodog
* from X-18 laboratory: ???
* to Monolith Control Bunker: found in Looking for Elsa

## Interactive map

This location doesn't have the ingame map layer to base the interactive map on.
Rare weapons

Skimpy and two his guys dug out an underground arms cache left from the WWII; Marked One offers him a deal with Vityok the Raven.

## Walkthrough

This quest starts with the dialogue with Vityok the Raven ("I heard you collect rare weapons, right?"...), in which he offers his rare weapon exchange, and tells you a rumor that bandits in Dark Valley found a stash with old and rare weapons which have great collecting value.

Go and speak with Skimpy, the bandit trader. He will give you the list with his exchange offers, in which you don't find anything resembling old guns. Ask him about the rare weapons. He tells you that he found a stash, but also a map which shows the location of a much bigger old German stash in the southeastern part of the Forgotten Forest. Skimpy wants you to ask Freedom if they have a metal detector at Army Warehouses, and dig part of the stash out with a Shovel you can buy from Barkeep, to make sure it's really it.

### Metal detector

Go and ask Screw if he knows about any metal detector in Army Warehouses. He tells you that they have one, but you'll have to find it yourself. The metal detector can be found in one of the breakable green boxes spread throughout the base.

All metal detector spawn variants are shown on the video below.

### Weapon cache

Buy a shovel from Barkeep and head out to Forgotten Forest with the metal detector. In the southeastern corner of the location, you'll hear the sound signal coming from the underground cache.

Dig it out by pressing F on it (no need to put the shovel into the slot). The gun and ammo inside is yours, no need to give it in - you only have to report about the rest of the cache.

### The deal

You have two variants:

* Report to Skimpy and get a reward from him.
* Report directly to Vityok the Raven, sidestepping Skimpy and getting some additional reputation with stalkers, and get a reward from Raven. Tell Skimpy afterwards that you never found any metal detector at Army Warehouses.

You can check the rewards section to determine which one you like better. Skimpy's PP-2000 is rarer than Raven's KAC PDW, if that concerns you. (there's only one other PP-2000 in the game, from Kruglov's chain - which can only be completed in the late game).

In any case, Skimpy will tell you where to find his two accomplices, starting "Black" digger.
Working for Dana: White wine

Dana is sick of the cheap liquor served by the bandits in the valley, but knows of something much more to her tastes in one of the other camps.

## Walkthrough

There are fourteen bottles of the white wine on the shelves underground in the northwest base. These are the same shelves with approximately 70 bottles of vodka on them, so it's worth your while to explore the location. There are two vanilla containers in the area that can be used to store excess bottles you aren't taking with you.

After bringing her two of the bottles, Dana tips you off to a stash just southwest of the central base, wedged underneath two rocks at the bottom of the gorge.
Stash at the Agroprom

**Bonus stash:**
AA-12
Gravigun
Burer's Great Grandma's Beads
12x70 Birdshot ×20
12x70 Buckshot ×20
12x70 Isomorph ×10

Norman's stash in the Agroprom has a device that can turn off the restrictions to traveling into Dead City and back.

## Walkthrough

Go to the center of the four storage tanks in the central complex, and walk into the new teleport that has formed there.

You will be transported into the underground hideout that belongs to Norman's friend, who is also a controller. There's a PDA-looking device on the table; pick it up, and you will receive new transitions in and out of Dead City.

Exit the hideout through the similarly-looking teleport inside it.

## Bonus stash at the Dead City

After picking the device up, a bonus stash will spawn in the Dead City. It's a box on the floor in one of the houses at the southeast, not hidden.

The stash contains Gravigun, which can be used to pick up and throw physical objects. Artifacts activate and form their parent anomalies when thrown, and can be used as grenades.
Security turrets

Ambush:
Blackwater mercenary x8
Stryker APC

Glimmer Man wants three mercenary turrets to reprogram for our own uses. The container complex in southwestern Jupiter contains three which are toggled into short-range mode at night.

## Walkthrough

Wait until nighttime and assault the base. The normal spawn of two mega pseudogiants will be allied with six Blackwater mercenaries spawned from the quest. They will kill the natural spawn of bandits very quickly.

The turrets themselves will only have a rangefinder of 10 meters, so you won't need to worry about them until you want to pick them up. You might eat a couple bullets trying to get close to them, but as long as you have enough bulletproofing this shouldn't be lethal.

Upon picking up all three, eight more Blackwater mercenaries will spawn along with an APC parked outside the front gate.

Clear everything out and bring the turrets back to Glimmer Man.

## Notes

* Approaching the complex in the daytime to clear out spawns is not recommended; the turrets are in long-range mode and will cause issues for you since destroying them isn't an option.
* Prepare with plenty of extra carry weight. The three turrets will be 150kg all together, so you should probably stash the loot from the assault in a backpack somewhere nearby.
Stash of an experienced stalker

**After picking up the PDA:**
Emerald Stone's Blood

As a reward for saving him, Denis gave you the information on a backpack of the experienced stalker, next to the Devilish encampment anomaly in Red Forest.

*This quest involves a huge mutant massacre.*

## Walkthrough

The backpack is on top of one of the "hunchbacked" trees near the anomaly.

Finding it is easy, but getting away with the loot is not.

Upon picking it up, a **huge** number of controllers and zombies will spawn around you, and a voice over the radio will encourage you to hide in the pit at the center of the anomaly if you want to survive. You can follow the advice, and the zombies won't get inside the pit, but fighting the swarm from inside it will be hard.

Perhaps an easier option would be to escape to the tunnel exit of the area. If the controllers are targeting you, you can kill one pack from the pit with a grenade or two, and escape through the opening.

The quest will be marked as complete as soon as you leave the area. You still need to kill all mutants, though. Remember that zombies are highly vulnerable to explosive damage.

## Notes

* Mutant spawn is triggered by taking the PDA from the stash. You can equip the minigun, the exoskeleton, and grenades from the stash before the spawn, if you want to use it.
* Taking the PDA also spawns an Emerald Stone's Blood in the anomaly.
* The hunters will probably all die to the mutants. They're not essential at this point.
Place of murder

Virus, one of Akill's group members, was killed in the kindergarten in Central Pripyat. You should investigate the place and find his stash with a 1 of 6 parts of the information on the Gauss pistol prototype.

## Walkthrough

Head over to Central Pripyat. The spot where Virus has been killed is marked on your PDA map.

The kindergarten is protected by two turrets on the adjacent building. Inside the kindergarten, you can find a psionic and a small Monolith squad.

1. On the apartment building
2. On the apartment building

Virus' stash is well hidden in plain sight, looking almost like a brick in the wall.

Inside, you can find Virus' flash disk with one encrypted piece of the Gauss prototype info, and three SD cards with the decryption software and the software for PDA hacking.

## Notes

* You can give the 3 SD cards you've found to Docent. After that, you will be able to hack stalkers' PDAs, receiving a small amount of money (hundreds of RU) each time you loot a body.
Trap

We'll need to protect the wounded Sinner and ourselves from the Blackwater mercenaries streaming into the area while also avoiding the mines.

## Walkthrough

A seven minute timer will begin counting down after your conversation, and the quest can't be concluded until it reaches 0.

Luckily for us, the building provides decent cover and has only a single entry point - the staircases leading up to the two doorways. Set up on the second doorway, where you can lean out and see mercenaries as they crest the top of the stairs.

The mercenaries will come in two waves. The first one spawned after your conversation will be somewhat smaller, but includes the two APCs blocking off escape paths from the south and the north. The second wave will be harder to fend off.

About two thirds of the mercenaries will be aggressive and push into the room. Kill them before they can get too close, as they will try to enter the room and by doing so set off all of the mines. The last third of the mercenaries will hang back and attempt to snipe you from long distance. Make sure to lean past the doorway so that they can't reach you.

After the timer reaches 0, speak to Sinner again to close the quest.
Working for Dana: Baileys

In the stash:
Mauser K-98
Glock 21
.45 ACP Hydra-shock ×40
.45 ACP ×53
7.92x57mm ×25
Vodka ×3
Silencer M11.43-P
Pack of dollars

After Strelok conveniently mentions that there are bottles of Baileys in the area, Dana is desperate to have some and sends us to retrieve three of them for herself.

## Walkthrough

The bottles are in the northwestern bandit camp - you may remember seeing them, but they were not collectable at the time. Three additional bottles have spawned and can be picked up and brought back to Dana.

She gives you more packs of money and another stash. It's located in a briefcase stuffed in a pipe, marked on your map.
The legend of the knight

Kuznetsov gives you a tip-off to a mysterious sword in a stone located in Undiscovered Land.

## Walkthrough

The sword will be marked on your map. It's stuck in a huge boulder that is hard to even climb to. You can reach it by jumping on the slope shown on the picture below.

Attempting to pull it out starts this quest, with a tip that you need an artifact enhancing your strength, such as Mushroom.

Find the artifact and put it on your belt. It will be consumed and degenerated into a Cobblestone afterwards.

## Notes

* One place to find a Mushroom is Collector's stash Radar 3. There are two such artifacts in the game, so you won't lose Kruglov's chain if you need it.
* This quest is better to be left for the late game, as Mushroom is a great way to improve your carrying capacity.
Shelter 101

Kalancha saw Murzo and his goons hiding something near the storage tanks in Agroprom. The stash with the chess move has to be there.

## Walkthrough

Enter the teleport used in Stash at the Agroprom and search underneath the bed for the stash. The chess move and Chessplayer's Dictaphone No21 will be inside. Play the dictaphone to close the quest.

dictaphone 21 text here

Be wary that the Agroprom Institute will have soldiers stationed at the place where you teleport out of the underground, so be prepared to fight your way out. After you make it back to the central complex, speak to Adrenaline as instructed to open Individual activity.
Save Messer

Messer can be found wounded on the gas station buidling in Dark Valley. You can help him out.

This quest is unmarked.

## Walkthrough

Approach Messer, and a bloodsucker will spawn in another room. Kill it. Give a medkit to Messer (this counts for The rescue). Watch him walk to the campfire behind the bandit base, and talk to him.

## Bugs

* Sometimes Messer will get distracted by fighting the bandits in the base while walking to the campfire. To avoid this, just run to the campfire and wait there for a couple minutes, A-Life should teleport him there.
* Messer will fight and kill Ivanhoe if you save Messer before completing Rescue "Duty" member.
Pseudohunting

Kholod wants some meat of the rare red pseudogiant that has been seen at Agroprom. He gives you a task to mark the pseudogiant with a beacon, so the team of hunters could kill him later.

## Walkthrough

Travel to Agroprom, find the pseudogiant in the place marked on your map. He's easy to find by his growls and terrain shake. Shoot him with the modified needlegun Kholod gave you. Report to Kholod; don't forget to return the needlegun.

## Notes

* Red pseudogiants are pretty rare, and only naturally spawn in the Darkscape, Jupiter, and Zaton in packs. This quest is a convenient moment to take a photo of one for Wildlife photography.