Stalker ns op2 complete walkthrough. Walking through the folk hodgepodge. Continuing the search for the mysterious stalker

At the very beginning, the mod was called “People's Solyanka of Arhara and Adrenaline”. Later, many famous modders had a hand in its creation and modifications. The main creator and, so to speak, the “project manager” is Arhara.

I will try to fully describe the passage of the main plot branches, highlight, if possible, all the main problems and answer the most frequently asked questions!

The main plot is left in place, and for complete completion, we need to reach the second truth of the ending and turn off the O-Consciousness.

This is the main plot thread of the original Stalker, and at first, the main driving force is the idea of ​​finding Strelok. Let's figure out what can and should be done for this.

1. After you bring Shustroy’s flash drive and take the Special Task from him.
2. Get behind the embankment and answer the Fox's call for help. Heal him and ask about Strelok.
3. Help Gray and his people at the Landfill fight off the bandits.
4. Save Mole, he is a military man, in return he will take you to the entrance to the dungeon and tell you about the hiding place. But don't forget to ask him a question about Strelok.
5. -If any of the 2nd to 4th points are failed, there is a way to do without replaying. Information about Strelok's hiding place is sold by an informant in Bar.
6. According to the plan that the Mole gave you, get into the hiding place and find a flash drive there.
7. Don’t forget to get out of the dungeon, in accordance with the task in the PDA, in other words, through the wrong hatch where you climbed in.
8. Search the corpse of the Ghost's master key in X-16.
9. Meet the guide at Cordon.
10. Talk to the Doctor in Strelok’s hiding place in the Agroprom dungeons.
11. Find the cache in Pripyat and pick up the Decoder.
12. Find the secret door in the Sarcophagus and open it.
13. Turn off the O-Consciousness and get into freeplay.

Without completing these quests, the New Plot cannot be completed completely!

Very important notes.

1. All storylines are completed simultaneously, sometimes to advance along one of the branches, certain progress in passing another is required.
2. As Solyanka developed (its next versions were released), new characters were added, the roles of some of them changed, and the order of receiving/completing some quests also changed. Therefore, the description may not coincide with the order of passage for different versions of Solyanka.

Well, if you haven’t played it before, an exciting detective story awaits you, with investigations, shootings, ambushes, and unexpected turns. With God blessing!

New Plot Quests.

Includes several plots: The search for the missing expedition, the search for the Phantom, the search for the Fang Killers, as well as several additional auxiliary quests.

Searches for the missing expedition.

1. Search the corpse of special forces soldier Andrei, near the viaduct on Cordon. (a viaduct is a tunnel under the road from the newcomers' village to the bridge)
2. We find the bandit who stole the PDA of a special forces soldier, this is a “simulator” sending an SOS signal, at the Landfill, but he does not have the PDA.
3. We are looking for the bandit who stole the PDA, this is Fraer, for whom Voronin gives the task.
4. (with different passages, he can be found in the Dark Valley, at the Landfill, at the Agroprom and in the Dungeons of the Agroprom)
5. From Prapor at the Landfill, for 10 scientific first aid kits we learn that the Bartender’s people can repair the PDA.
6. The bartender asks for the Tears of Fire artifact for repairs.
7. We bring it and find out that the Bartender’s People have completely broken the PDA, the branch seems lost.
8. While completing Lukash’s quest, following the traitor Pavlik, we kill his “contact” Aru, and in his PDA we find information about the missing expedition.
9. In the Wild Territory, at the very transition to Yantar, we find Sivoy’s group, from his PDA we learn that Sakharov knows about the expedition.
10. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
11. Based on Sakharov’s tip, we need to go X-10, but we were already there, there is no expedition there, but Sakharov insisted, let’s go and check.
12. And indeed we find two dead and one barely alive Ecologist, who asks to end his suffering and finish him off.
13. We do it with our hearts crossed.
14. We tell the Ghost about what happened. He suggests that there is another exit from X-10, but where?
15. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of the operation to capture the Monolith.
16. At the Landfill, we deal with Tomaz’s group and take the Capture Plan.
17. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
18. We go to the Ghost, if you have found the missing expedition and the exit from the X-10 to the Sarcophagus, we receive the task of bringing 10 Golden Chunks of Meat from the Chernobyl Nuclear Power Plant-2 location.
19. We bring Chunks to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl Nuclear Power Plant-2.
20. We receive the task to find 3 parts of the diary at Chernobyl NPP-2.
21. We bring the docks to the Ghost.

Laptop quest from Arkhara.

1. Talk to Dan (in early versions he was on the Cordon, later he moved to the Swamps).
2. We go to Agroprom (you need to steal documents from the Stalker’s main task)
3. Talk to Zakhar (Bar) (at the same time you can take the quest to protect Dan’s group)
4. We talk with Dan, he talks about the unusual activity of the Military in the Agroprom.
1. We receive a task, to steal a parcel from the military at Agroprom.
2. (I usually postpone the conversation about the attack and showdown with the group of Avengers until the moment when I am well equipped)
5. We meet at Agroprom with Arkhara and his group, storm Agroprom, and take the parcel.
6. We don’t know what it is or what it’s for, we just attribute it to Dan.
7. We speak with Arhara again, we receive the task to bring his notebook.
8. We go down to the Agroprom dungeon, find the corpse of Arhara’s friend and take the notebook.
9. We give the notebook to Arkhara, and we receive the task of bringing Arkhara’s laptop, he also asks to visit Dan.
10. We speak with Dan and receive a task for the Scientist’s flash drive from X-18.
11. We bring and receive a customized psi-helmet, identical to the one Sakharov gives.
12. If necessary, or immediately go to the Radar and find Arkhara’s laptop.
13. We bring the laptop to the Yakut Army Warehouses.

The search for the ghost and the search for the killers of the fang.

1. Strangely enough, everything starts with the Freeman Pistol, we find it and bring it.
2. Let's talk with Freeman and receive the task of taking Freeman's case from the mercenary Damson.
3. We find Jameson in the Wild Territory, he doesn’t want to talk nicely, we “bring down” himself and his group, take the case, take it to Freeman.
4. We receive from Sakharov a task for the PDA of the Ghost and bring it.
5. We talk with Kruglov (Semyonov) about the Ghost, he asks to find the Ghost’s Diary.
6. We find the diary (at Agroprom), bring it to Kruglov
7. We talk to the Bartender, in exchange for information he asks to bring him Sibion, we bring it.

Search for the killers of the fang.

1. Let's talk to Voronin. He asks for a flash drivePsycho.
2. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, and take it to Voronin.
3. (Svobodovets Max asks you to bring the same flash drive, you can agree to this, just don’t forget to buy the flash drive from Max later)
4. (one more thing, the Swamp is very active, and living creatures often kill the psycho before us, and his corpse can easily disappear, therefore, it would not be superfluous to deal with the psycho, and remove the flash drive from him, on the first visit to the AS, without waiting to receive quests for him)
5. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
6. We talk to Dan and take the Tyrant PDA from him.
7. (to prevent Dan from becoming an enemy during a conversation, it helps to first ask him to repair something)
8. We bring the PDA to the Informant and learn from him about the mercenary Le Havre.
9. We speak with Le Havre (AS), we learn that Freedom is in contact with the Mercenaries, through Le Havre.
10. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA.
11. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
12. During a visit to X-10, we find the corpse of this guy, he really has the papers, we take them and bring them to Le Havre.
13. 15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
14. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
15. We take Bland’s squad to the TD and bring the flash drive to Freeman.
16. We speak with Le Havre. Le Havre is offended at us because of Blend, he is poisoning and robbing GG completely.
17. (it wouldn’t hurt to go to Le Havre lightly; I usually throw everything into a hole in a hatch at the edge of the minefield, to the left of the entrance to the Freedom Base)
18. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring down him and all his associates.
19. We speak with Yakut, he saw how the Box was dragged from the Freedom base to the outpost.
20. We take out the Mercenary outpost and take the box.
21. We bring the box to Yakut and get our swag, which Le Havre took from the poisoned GG.

Searching for a ghost.

1. Talk to Kruglov, to decipher the diary he needs a working computer.
2. Talk to Arhara, he should know where he can be found.
3. We find the system unit in the X-18 and bring it to Kruglov.
4. 10.After this, Kruglov sends GG to Yakut
5. (the further branch will work after completing the branch on Fang and disabling the Burner)
6. An SMS arrives from the Ghost
7. We come to Yakut and ask where to find the Ghost and he sends GG to the Agroprom dungeon.
8. In the basements of Agroprom we come across an Ambush, but it was clearly not us they were waiting for.
9. Again to Yakut he sends GG to the Radar. Find the Ghost here!
10. The Ghost sends the GG to Sych on the DT to recapture the Beast’s flash drive from the Avengers.
11. Along the way, if Sych is killed, we search his corpse and receive a tip to his cache in the X-10, from which we find out who handed over the Ghost.
12. We visit the Ghost again, get the task to kill the Beast and bring his documents.
13. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take away the documents of the Beast.
14. Report to the Ghost.

This ends the New Plot quests, but Solyanka’s quests do not end.

Clear Sky Quests.

1. When entering the Swamps, we find Dyak on the farm and he gives a task to rescue a friend from captivity of bandits. We go along the road to the church, clear out the bandits and find the captive Sakhaty, we talk to him.
2. We return to the clerk, report on the completion of the task, and receive information about the teleport to the Clear Sky base.
3. We go to the base, meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovtsev Sviblov.
4. Vasily’s task is to find a healing ointment.
4.1. We go to Kalmyk’s hut - the place is marked on the map with a circle. In the hut there is a backpack on the floor with a grenade in it. We take a grenade and it explodes (the GG should have very good explosion protection - art + costume). Kalmyk appears.
4.2. We speak with Kalmyk and receive the task of bringing a container. The location of the container is marked on the map with a circle.
4.3. We go to the backpack and pick up the container. In the teleporter there is at least 1 passage around the backpack, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the location of this passage. It looks like the location of the passage is set randomly. Be persistent in your search, come from different directions.
4.4. We bring the container to Kalmyk and find out the rates for exchanging the ointment. We bring the swag and get the 3 necessary jars, take them to Vasily
4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some costumes.

5. Cold’s task is simple - mark a unique pseudo-giant at Agroprom. The location is marked on the map in the PDA. If there is no mark, then the pseudo-giant is running in the ravine northeast of the complex in which Adrenaline is located (from the entrance from the landfill immediately to the right along the fence).
5.1. We target the pseudo-giant with Cold's weapon and report on the completion of the task.

Sviblov's quests are key to further progression of the plot, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we receive the task to bring the brain of a unique controller. The spawn location of the controller is marked on the map. Let's go, kill the controller and the monsters accompanying him, and take the brain.
7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
8. We speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.
9. We speak with Kashchei, we get clarification on the task.
10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.
11. At the moment of taking the PKM, hunters led by Den spawn, help fight off the bandits, now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.
12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal.
13. We go to the Cordon to the factory where the hunters and Den used to be (there is a typo in the task PDA that Freebies will supposedly be on the farm). To successfully complete the task, you must fulfill 2 conditions:
1. - so that the mercenaries do not notice the GG before calling Freebies
2. - so that after Freebie’s call, Freebie himself and his friend remain alive.
3. To complete the quest, you need to hide on the territory of the factory so that it is convenient to quickly jump out and start clearing out the Monoliths. I was practically hiding behind Freebie’s back. After his scream, there will be a few seconds while the Monolithians stand like idols - during this time you need to have time to destroy at least 2, so that then the three of you with Freebie and his friend can clear out the rest.
14. We go to Sviblov and report on the completion of the task.

The cat's quest or the search for the black doctor.

1. Talk to Dan, get the task to talk to the Cat and a mark on him in the PDA.
2. We go to the Cat, we talk, we accompany him to the burnt out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse that you need to get to. The GG must have very good radiation protection.
3. We search the corpse of the Monolith, take the map and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebov base, actively clearing the living creatures around if the Cat suddenly stops. We go to the bar to Cold, talk to the Cat. We receive the task of finding the right person.
5. We talk to everyone at the base, we find a Persian in a house with equipment next to the house where Sviblov is standing, my name was Misha Los), we talk. We get the task to bring a TV.
6. We go to the Cordon, pick up the TV near Akim, give it to Los. In return, we receive information about the possible locations of the Monoliths (marked in circles on the map).
7. We search the possible locations of the Monoliths, find them, destroy them, and take the notebook.
8. We give the notebook to the Cat and agree on a subsequent meeting in the Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or in the AS at the stalkers’ parking lot between the Freedom base and the bloodsuckers’ village. I don’t know what the reasons and the dependence of the place of appearance are. We receive the task from the Cat to bring medicine from Kalmyk
10. We go to Kalmyk, he needs ingredients - we collect them and bring them. We wait 24 game hours, take the medicine.
11. We give the medicine to the Cat, we get the task of taking the “tongue”. Let's go to Agromprom.
12. To the south of the western complex we find the Monoliths and free Chuk and Gek from their captivity. We speak with any of the sweet couple, accompany both of them to the central complex. I recommend clearing the territory along the route in advance - otherwise these young creatures worse than Kruglov will rush to fight everything that moves and will not be able to finish them off.
13. On the territory of the central complex we talk with Chuk or Gek, get valuable information, go to the Cat.
14. We share information with the Cat, learn about Rabinovich and receive the task of going to the Miser, let's go.
15. We receive information from the Miser that we need a Modest.
16. 16. In the village of bloodsuckers we find the Joker, we talk. We drink 3 bottles with Joker and get information about Modest.
17. If I correctly understood the authors’ idea, then in a state of “slightly drunk” the GG must complete the following quest. We go deep into the village, an SMS comes from Skromny, we find him wounded, we treat him, we talk, we get information about Rabinovich. A group of avengers appears, we destroy and sober up.
18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel. I recommend saving before talking with Rabinovich.
19. We talk, get information about the “Black Doctor”, return to the Cat.
20. We report to the Cat and get the task to talk to Zakhar.
21. We speak with Zakhar, we receive the task of taking Brother Louis alive.
22. We go to the Swamps, the avengers’ base in the northeast of the location near the northern exit to the Cordon. We clear the guards without touching Brother Louis, talk to him, and get information about the Frenchman.
23. At the Svoboda base we find the corpse of the Frenchman, take his PDA, and hand it over to Zahara.
24. We receive the task of finding Fang and go to complete a series of quests “Searching for the box and safe of the mysterious stalker”, “Continuing the search for the mysterious stalker”, “Meeting with Fang...”.
25. After completing all of Fang’s quests, we go to Limansk, in one of the buildings (you can’t pass by) we find a group of Svoboda members led by Borman. We receive from Borman the task to destroy the sniper.
26. We go to the construction site, clear out all the NPCs, destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
27. We go to Borman and hand in the task. We get a new one - find the muffler and take it to the Miser. We go to the construction site and find a muffler in one of the containers. For reference, the silencer can be stolen by NPCs without you, so I do not recommend leaving the location before finding it and also searching all the corpses if you do not find the silencer in the containers.
28. We take the muffler to Skryag, wait 5 hours, pick it up, return it to the construction site and hand over the task to Borman.
29. We go to Sviblov, we receive the task of finding the courier on the Radar.
30. On the Radar we find the courier next to the Ghost. It is recommended to stock up on medications and art to restore health - they will come in handy.
31. We take the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA “Return to Sviblov.” Advice - teleports from Kostya in the game were not invented in vain and help quite well in this situation.
32. We hand over the suitcase to Sakharov. Before donating, I recommend eating a hearty meal, because... then we sleep for a long time. We speak with Sakharov and return to Sviblov.
33. We report on the completion of the task, we receive a teleport deactivator.
34. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
35. Not far from the entrance we find the Cat and the escort group. Together we make our way deep into the Hospital. Those who played CN will easily find the way.
36. At the northern exit of the hospital we meet with the Black Doctor, communicate and learn new information. We are waiting for the release of the latest addition to continue the plot. For a change, we can talk to our friend - the Cat.

Search for the box and safe of the mysterious stalker.

Attention! Not all quests are displayed in active PDA tasks, so you need to remember dialogues, issued tasks, codes, etc.

The key character of the branch is Miner. To get access to the Cave, you need to take the quest to find the treasure in Bar from Baldy. Well, the Miner will definitely ask the GG to carry out a small assignment - to bring the Book from the Forgotten Forest. Don't be lazy - bring it.

1. We speak with Miner, we receive a task - to save the escaped “prodigal son” (Fima Ugol) and bring the sentry’s notebook.
2. In the Labyrinth, on the upper tier of passages in the large hall, we take the notebook from the guard, save the fugitive and receive from him in gratitude the passage from the Labyrinth to the Cave.
If in a shootout the Monoliths suddenly kill Fima Coal, don’t be upset, the main thing is that Marked saved him and the quest will be counted.
3. We bring the notebook to Schakhter and observe the return of the prodigal son (even if he was killed by the Monoliths before this). As a reward we receive a recipe for a new Art, Rattle.
4. On the advice of the Miner, we talk with Fima and learn from him about the mysterious box and safe, the transition from the Labyrinth to Amber, and also about the need to communicate with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first aid kits, bandages, “Soul” and soap.
5. We bring swag to Fima and he gives a transition from the Labyrinth to a new location, which is blocked in the version from 26.04.
6. We speak with Adrenaline, we receive the task to bring a Box and a safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.
7. In the Labyrinth we find a Box, in it there is a note with interesting and useful information. We bring the box to Adrenaline and tell him about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk to Shakhtar. (how to get the Box, you can find out in the answers to “Other questions”, in the “Labyrinth” section)
8. We speak with Shakhtar, he talks about the need to join Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we receive another task to search for repair kits and the Monolith amulet.
10. We go to the Labyrinth, on the way to the Labyrinth we try to stay as far as possible from neutrals and former friends! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code for the door to the Monolith's bunker. For him to speak, you need to say “Plasma Caterpillar” and “Rattle” to him. In the bunker we pick up the safe and repair kits. Repair kits can be picked up by one of the Monoliths in the bunker - don’t forget to bargain with them.
11. We go to Sidorovich, give the repair kits and the Monolith amulet.
12. We go to the Miner and give the safe.

Continuing the search for the mysterious stalker.

This storyline will be available after completing the quests to find the killers of Fang. Once again, I strongly recommend that you do not replay carefully and read all the dialogues to the end, no one will repeat anything. If you suffer from multiple sclerosis, take screenshots of dialogues. Go.

1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there. The passage is at the highest level of the large hall, almost a mirror image of the passage through which the GG enters the Labyrinth.
2. We talk with the Astrologer, we learn about some local Residents.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, give the Bag and Safe.
5. We talk with Cyclops, from his poems we learn about the location of the Medicines. Let's learn about the transition point Landfill -> NZ.
6. We go to the Cordon and pick up the Medicines.
7. We give the Medicines to the Cyclops or the Gynecologist, as appropriate.
8. We speak with Zhorka-Anomaly, he opened the first door, there was information about Fang. But to open the second door, he needs Batteries.
9. Talk to the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.
10. We speak with the Hermit again, he knows about the OP and knows some of its “inhabitants”.
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find Pilgrim and talk to him. He promises to help with batteries and a watch if we bring the Isegoschron Razor. Now there is an Avengers parking lot there, and he himself cannot go.
12. A simple stealth mission, we find Pilgrim’s abandoned backpack and take everything from there. If even one Avenger dies while reporting on the mission, the mission will fail.
13. We give the Machine, we get the Watch.
14. We give the Watch and find out from the transition points AC -> NC, TD -> NC.
15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries. An SMS comes from the Hermit, asking him to come in, there is information.
16. Talk to the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe has appeared. He says that Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.
17. We take the Batteries to Zhorka, and we talk to Vitya at the same time. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS comes from Adrenaline, people came to get the box.
18. We go to Yantar and buy detectors from Sakharov. That's the problem with detectors! Well, if you play with ranks, then you should already have one. And the second one should appear for sale at Sakharov, with the same frequency as the Bioradar, but personally, I have never seen this device for sale from him. If someone bought without editing the configs, please unsubscribe. It’s very possible that this matter will be corrected in the future, but for now, I had to edit Sakharov’s trade config.
19. We bring Vita two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.
20. We go to the Landfill, we find a cache, there are two detectors, we’ll just keep one for ourselves, it’s a wonderful thing, it sees both Jellied Invisible, and the Arhara Star and, of course, everyone else.
21. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling on the Zone for a long time. They were looking for Safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.
22. We speak with the Gynecologist; in the Safe there was an old map of the territories near the Chernobyl Nuclear Power Plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.
23. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells where to look for the flask for him. The floppy disk with the information is nearby. If, before this, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select the floppy disk and treat the Mercenary.
24. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against the GG making a copy, but the original will have to be returned through the Astrologer.
25. We go to the Army Warehouses, find the desired place, select the Flasks.
26. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
27. We go to the place where the meteorite fell, find the teleport deactivator, and get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it’s quite hot there at the entrance, it won’t hurt to hang artifacts from the heat.
28. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.
29. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...
1. - a small note, between points 28-29 you need to do without intermediate saves / restorations, otherwise the Avengers will become enemies -
30. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.
31. Eagle Owl agrees to help, but for the job he needs a Controller, they found just the right one on the Radar, he needs to run and pick him up.
32. We run and pick up. We bring it to Owl.
33. For the work he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of “Sidorovich”.
34. We go to the Chimera, give the head. He doesn’t give us the reagents, but we learn that his eagles are training in NZ, and later they will go in search of the daughter of some big shot, she disappeared here in the Zone. An SMS arrives from Cyclops, there is a tip to the hiding place.
35. We listen to the next portion of poetic revelations and follow the lead. In the Chimera's nest we pick up the stakes with reagents.
36. We take what we found to the Gynecologist. We admire the charged Perfusor. We receive an SMS from Fang, he wants to meet.
37. We talk with Cyclops and get the last tip.
38. Let's go, take everything from the cache, and with a feeling of complete satisfaction we wait for the next addition from Arhara.

Fang quests (hikes in the red forest, warlab)

This storyline begins immediately after collecting the perfusor for the patients of the Gynecologist's hospital.

1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we receive the task of reconnaissance of a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can just quietly stand at the entrance for 10-15 minutes until the enemies destroy most of each other. We receive an SMS from Fang.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, take the mercenary’s notebook from him.
In the Solyanka version dated July 22, there is an error and this corpse disappears by the time you arrive at Warlab.
Solution:
To continue the quest, spawn it or register it for sale to any merchant. It's called naem_bloknot. Be sure to go to Varlab before receiving the notebook!
5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
6. We talk with Lukash, we learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. I came across 3 backpacks in total - in the elevator shaft at the top, on the “central” landing at the entrance in the room with green metal lockers, and in the crawl space under the flight of stairs in the room that is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio back and find out that the big guy wants to talk to us.
9. We speak with Dembel, we receive the task of picking up a stuffed dog from Lukash’s headquarters. We receive the coordinates of the transition from Varlaban AS.
10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear, we take the disk from him.
In the Solyanka version dated July 22, there is a bug and the messenger does not appear.
Solution:
After receiving Panther's SMS, we register the disc for sale to Sidor or spawn it, pick it up and return it to the owner. Name - disk_pantera.
11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
12. We go to the AS, find a backpack in the weapons room of Liberty and take the prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the stuffed animal to Dembel and the armored armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We talk with the boss and understand that the showdown with Le Havre was baby talk, but there is a big plus - Marked is now helped by 3 immortal characters. We help Panther and her guards clear Warlab from mercenaries.
15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
17. We go to Lukash and give the mercenaries’ signet.
18. We speak with Lukash, we receive the task of escorting the Svoboda members. An SMS arrives from Panther. If you haven’t cleared the Radar for a long time, then I recommend clearing the route to Warlab from unnecessary teeth and trunks.
19. We talk with Vitamin, arrange a meeting at the Radar.
20. We go to the Radar, talk to Vitamin, accompany the group to the hole in the mesh fence, talk to Vitamin again and go to the Warlab.
21. If there is no burning desire to fight with dogs, we calmly wait until the Svoboda members clear out Warlab and Vitamin comes to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we receive a reward - a gold bar from Svoboda. An SMS arrives from Cyclops - we don’t react yet.
23. In the right elevator shaft, we go up the stairs to the secret part of Warlab, talk to Lazy. Let's find out about the main scientist.
24. We find Klenov, talk and receive a lot of interesting information, we receive the task of bringing the Hologram to Warlab.
25. We go to NZ, talk to Cyclops, and get another tip on the cache.
26. We speak with the Hologram, accompany him to the transition to the AC.
27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
28. We go to the Cave and take the Poltergeist Heart from the Miner. The miner gives the art only after meeting the Doctor in Pripyat and receiving the Doctor's task to take the medallion to the Miner. The miner will also ask for flashlights - where and how to find all this is described in other sections of the Guide.
1. Where to look for 10 cobblestones - everyone decides for themselves. They will periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
29. We go to Klenov, give the art. An SMS arrives from Stargazer.
30. We go to the Cordon to the Astrologer and wait for the release of the latest addition to continue the plot.
31. If you haven’t received the transitions and the task from paragraph 17 of the description, we get it and go to the Red Forest. Near the crossing we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
32. The location of the hunters is marked on the map in the PDA, we find Genka Captain and receive the task of returning the stolen backpack.
33. We go to the Swamps to the Cold, talk, get information about the location of the thief, follow the tip and find the captive thief.
34. We negotiate a ransom with Mitka’s captors, talk to Mitka, take the backpack, and take it to the hunters in the Red Forest.
35. We give the backpack, we receive a tip on the location of the backpack with documents. We fight off the monsters, find the backpack, take the documents, and take them to Fang.
36. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, clear the monsters, find and save Denis, accompany the stalkers to the parking lot, return to Fang.
37. We hand in the task and wait for the release of the latest addition to continue the plot.

Introduction

Many thanks to the comrades for creating the Guide to Narodnaya Solyanka: a1851769, RUS_D, R@dik, Vitaly_Zver, magnit, Cherny_Doctor, Alenka, Korpus, romale, Shadows, sergostalk. You will find their works in the previous version of the Guide to. In essence, this version is a streamlined and slightly expanded copy of the old Guide.

  1. Quests of the Old Plot
  2. New Plot Quests
  3. Quests of Narodnaya Solyanka

1. Old Plot

  1. We bring Sidor Shustrogo’s flash drive and take a special task from him.
  2. We make our way behind the embankment and answer the Fox’s call for help. We treat him and ask about Strelok.
  3. We help Gray and his people at the Landfill fight off the bandits.
  4. We save Mole, he is a military man, in return he will take you to the entrance to the dungeon and tell you about the hiding place. But don't forget to ask him a question about Strelok.
    If any of the 2nd to 4th points are failed, there is a way to do without replaying. Information about Strelok's hiding place is sold by an informant in Bar.
  5. According to the plan that the Mole gave you, we make our way into the hiding place and find Strelok’s flash drive there.
  6. We get out of the dungeon in accordance with the instructions in the PDA, in other words, through the wrong hatch where we climbed in.
  7. We search the corpse of the Ghost's master key in X-16.
  8. We meet with the Guide at the Cordon.
  9. We speak with the Doctor in Strelok's hiding place in the Agroprom dungeons.
  10. We find the cache in Pripyat and take the Decoder.
  11. We find a secret door in the Sarcophagus and open it.
  12. Solving the riddle of the Monolith.

2. Search for the missing expedition

  1. Search the corpse of special forces soldier Andrei, near the viaduct on Cordon.
    Note: The viaduct is a tunnel under the road from the newcomers' village to the bridge; the corpse disappears after the first communication with Akim.
  2. We find the bandit who stole the PDA of a special forces soldier, this is a “simulator” sending an SOS signal, at the Landfill, but he does not have the PDA.
  3. We are looking for the bandit who stole the PDA, this is Fraer, for whom Voronin gives the task.
    Note: with different passages, he can be found in the Dark Valley, at the Landfill, at the Agroprom and in the Dungeons of the Agroprom.
  4. At Prapor's at the Landfill, for 10 scientific first aid kits we learn that the Bartender's people can repair the PDA.
  5. The bartender asks for the Tears of Fire artifact for repairs.
  6. We bring it and find out that the Bartender's People have completely broken the PDA, the branch seems lost.
  7. While completing Lukash's quest, following the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
    Note: in order for a dialogue to appear to kill the traitor, it is necessary to clear the farm from a group of debtors led by the Skull.
  8. In the Wild Territory, right at the transition to Yantar, we find Sivoy’s group, and from his PDA we learn that Sakharov knows about the expedition.
  9. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
  10. Based on Sakharov’s tip, we need to go X-10, but we were already there, there is no expedition there, but Sakharov insisted, let’s go and check.
  11. And indeed we find two dead and one barely alive environmentalist who asks to end his suffering and finish him off.
    We do it with our hearts bent.
  12. We tell the Ghost about what happened. He suggests that there is another exit from X-10, but where?
  13. We talk with Freeman, in the Papers of the Mercenary Jameson, he found a mention of the operation to capture the Monolith.
  14. At the Landfill we deal with Tomaz’s group and take the Capture Plan.
  15. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
  16. We go to the Ghost, if you have found the missing expedition and the exit from the X-10 to the Sarcophagus, we receive the task of bringing 10 Golden Chunks of Meat from the Chernobyl Nuclear Power Plant-2 location.
  17. We bring Chunks to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl Nuclear Power Plant-2.
  18. We receive the task to find 3 parts of the diary at Chernobyl NPP-2.
  19. We bring the docks to the Ghost.

2. Quests on Arhara’s laptop

  1. Talk to Dan.
    Note: Den is in the Swamps; we get access to the Swamps from the Fan in the Daylight Savings; Den will appear after completing the task of Sviblova (leader of Clear Sky) “Steal a machine gun”.
  2. Let's go to Agroprom.
    Note: It is necessary to steal documents from the Stalker's main task.
  3. We speak with Zakhar (Bar).
  4. We speak with Dan, he talks about the unusual activity of the Military in the Agroprom. We receive a task to steal a package from the military at Agroprom.
  5. We meet at Agroprom with Arkhara and his group, storm Agroprom, and take the parcel.
  6. We don’t know what it is or what it’s for, we just attribute it to Dan.
  7. We speak with Arhara again, we receive the task to bring his notebook.
    Note: after the assault on the central complex, Arkhara is located in a tunnel near the Agroprom-Svalka transition.
  8. We go down into the Agroprom dungeon, find the corpse of Arkhara’s friend and take the notebook.
  9. We give the notebook to Arkhara, and we receive the task of bringing Arkhara’s laptop, and he also asks to visit Dan.
  10. We speak with Dan and receive a task for the flash drive of a scientist from X-18.
    Note: we remove this flash drive from the scientist’s corpse during the first visit to x-18.
  11. We bring and receive a customized psi-helmet, identical to the one Sakharov gives.
  12. On occasion, or immediately go to the Radar and find Arkhara’s laptop.
    Note: the laptop will spawn regardless of whether there is a task for it in the PDA, so you can safely pick it up when you first visit the Radar. The box is located near the helicopter in the Rusty Forest.
  13. We bring the laptop to the Yakut Army Warehouses.

2. The beginning of the search for the Phantom and the killers of Fang

    Strangely enough, it all starts with the Freeman Pistol, we find it and bring it.
  1. Let's talk with Freeman and receive the task of taking Freeman's case from the mercenary Damson.
  2. We find Jameson in the Wild Territory, he doesn’t want to talk nicely, we “take down” himself and his group, take the case, take it to Freeman.
  3. We receive a task from Sakharov to find the PDA of the Ghost and bring it.
  4. We talk with Kruglov (Semyonov) about the Phantom, he asks to find the Phantom's Diary.
  5. We find the diary (at Agroprom), bring it to Kruglov.
  6. We talk to the Bartender, in exchange for information he asks to bring him Sibion, we bring it.

2. Search for Fang's killers

7. Let's talk to Voronin. He asks for Psycho's flash drive.
8. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, take it to Voronin.
Note: Svoboda resident Max asks to bring the same flash drive, you can agree to this, just don’t forget to buy the flash drive from Max later; living creatures are very active in the swamp, and the psycho often dies before us, and his corpse can easily disappear, therefore, it would not be a bad idea to deal with the psycho and remove the flash drive from him on his first visit to the AC, without waiting for receiving quests for him.
9. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
10. We talk to Dan and take the Tyrant PDA from him.
Note: To prevent Dan from becoming an enemy during a conversation, it helps to first ask him to repair something.
11. We bring the PDA to the Informant and learn from him about the mercenary Le Havre.
12. We speak with Le Havre (AS), we learn that Freedom is in contact with the Mercenaries, through Le Havre.
13. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA.
14. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
15. During a visit to X-10, we find the corpse of this guy, he really does have the papers, we take them and bring them to Le Havre.
15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
16. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
17. We take Bland’s squad to the TD and bring the flash drive to Freeman.
18. We speak with Le Havre. Le Havre is offended at us because of Blend, he is poisoning and robbing GG completely.
Note: you can leave what you have acquired through sweat and blood in the next room; Le Havre permanently takes away quest items.
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring him down and all his associates.
20. We speak with Yakut, he saw how a box was dragged from the Freedom base to the outpost.
21. We take out the Mercenary outpost and take the box.
22. We bring the box to Yakut and get our swag, which Le Havre took from the poisoned GG.

2. Search for the Ghost

7. We speak with Kruglov (Semyonov), to decipher the diary he needs a working computer.
8. We speak with Arhara, he should know where he can be found.
9. We find the system unit in the X-18 and bring it to Kruglov.
10.After this, Kruglov sends GG to Yakut
Note: the further branch will work after completing the branch on Fang and disabling the Burner.
11. An SMS arrives from the Ghost
12. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
13. In the basements of Agroprom we come across an ambush, but it was clearly not us they were waiting for.
14. Again to Yakut, he sends GG to the Radar. Find the Ghost here!
15. The Ghost sends the GG to Owl in the Swamps to recapture the Beast’s flash drive from the Avengers.
16. Along the way, if Sych is killed, we search his corpse and get a tip to his cache in X-10, from which we find out who handed over the Ghost.
17. We visit the Ghost again, get the task to kill the Beast and bring his documents.
18. We go to the cordon and take out the checkpoint, together with all the military and the Avengers, we take away the documents of the Beast.
19. Report to the Ghost.

3. Clear Sky Quests

  1. At the entrance to the Swamps we find Dyak on the farm and he gives a task to rescue a friend from captivity of bandits. We go along the road to the church, clear out the bandits and find the captive Sakhaty, we talk to him.
  2. We return to Dyak, report on the completion of the task, and receive information about the teleport to the Clear Sky base.
  3. We go to the base, meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovtsev Sviblov.
  4. Vasily's task is to find a healing ointment.
    4.1. We go to Kalmyk’s hut - the place is marked on the map with a circle. In the hut there is a backpack on the floor with a grenade in it. We take a grenade and it explodes (the GG should have very good explosion protection - art + costume). Kalmyk appears.
    4.2. We speak with Kalmyk and receive the task of bringing a container. The location of the container is marked on the map with a circle.
    4.3. We go to the backpack and pick up the container.
    Note: in the teleport there is at least 1 passage around the backpack, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the location of this passage. It looks like the location of the passage is set randomly. Be persistent in your search, come from different directions.
    4.4. We bring the container to Kalmyk and find out the rates for exchanging the ointment. We bring the swag and get the 3 necessary jars, take them to Vasily.
    4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some costumes.
  5. Cold's task is simple - to mark a unique pseudo-giant at Agroprom.
    Note: The location is marked on the map in the PDA. If there is no mark, then the pseudo-giant is running in the ravine northeast of the complex in which Adrenaline is located (from the entrance from the landfill immediately to the right along the fence).
    5.1. We target the pseudo-giant with Cold's weapon and report on the completion of the task.
    Sviblov's quests are key to further progression of the plot, incl. to open passages to new locations (Limansk and beyond).
  6. We speak with Sviblov and receive the task of bringing the brain of a unique controller. The controller's spawn location is marked on the map. Let's go, kill the controller and the monsters accompanying him, and take the brain.
  7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
  8. We speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.
  9. We speak with Kashchei and get clarification on the assignment.
  10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.
  11. At the moment you take away the RMB, hunters led by Den will spawn, help you fight off the bandits, and now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.
  12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal.
  13. We go to the Cordon to the factory near the railway bridge.
    Note: To successfully complete the task, 2 conditions must be met:
    - so that the mercenaries do not notice the GG before calling Freebies
    - so that after the call of Freebie, Freebie himself and his friend will remain alive.
    To complete the quest, you need to hide on the territory of the factory so that it is convenient to quickly jump out and start clearing out the mercenaries.
  14. We go to Sviblov and report on the completion of the task.

3. Quests of the Cat or search for the Black Doctor

  1. We talk to Dan, get the task to talk to the Cat and a mark on him in the PDA.
  2. We go to the Cat, we talk, we accompany him to the burnt out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse that you need to get to.
    Note: GG must have very good radiation protection or anti-radiation drugs.
  3. We search the corpse of the Monolith, take the map and give it to the Cat.
  4. We accompany the Cat to the fence of the Chistonebovtsev base, actively clearing the living creatures around if the Cat suddenly stops. We go to the bar to Cold, talk to the Cat. We receive the task of finding the right person.
  5. We talk to everyone at the base, we find a Persian in a house with equipment next to the house where Sviblov is standing, we talk. We get the task to bring a TV.
  6. We go to the Cordon, pick up the TV near Akim, bring it to the customer and give it back. In return, we receive information about the possible locations of the Monoliths (marked in circles on the map).
  7. We search the possible locations of the Monoliths, find them, destroy them, and take the notebook.
  8. We give the notebook to the Cat and agree on a subsequent meeting in the Bar.
  9. We receive the task from the Cat to bring medicine from Kalmyk
  10. We go to Kalmyk, he needs ingredients - we collect them and bring them. We wait 24 game hours, take the medicine.
  11. We give the medicine to the Cat, we get the task of taking the “tongue”. Let's go to Agromprom.
  12. To the south of the western complex we find the Monoliths and free Chuk and Gek from their captivity. We speak with anyone, accompany both of them to the central complex.
    Note: I recommend clearing the territory along the route in advance - otherwise these young creatures worse than Kruglov will rush to fight everything that moves and cannot be brought to an end.
  13. On the territory of the central complex we talk with Chuk or Gek, get valuable information, go to the Cat.
  14. We share information with the Cat, learn about Rabinovich and receive the task of going to the Miser, let's go.
  15. We get information from the Miser that we need the Modest.
  16. In the village of bloodsuckers we find Gloomy, and we talk to Joker. We drink 3 bottles with Joker and get information about Modest.
  17. If I correctly understood the authors' idea, then in a state of "slightly drunk" the GG must complete the following quest. We go deep into the village, an SMS comes from Skromny, we find him wounded, we treat him, we talk, we get information about Rabinovich. A group of avengers appears, we destroy and sober up.
    Note: It’s better not to delay your visit to Rabinovich: for some stalkers, he disappeared when this task was postponed for a long time.
  18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel.
  19. We talk, get information about the "Black Doctor", return to the Cat.
  20. We report to the Cat and get the task to talk to Zakhar.
  21. We talk with Zakhar, we receive the task of taking Brother Louis alive.
  22. We go to the Swamps, the avengers' base in the northeast of the location near the northern exit to Cordon. We clear the guards without touching Brother Louis, talk to him, and get information about the Frenchman.
    Note: when disassembling, do without intermediate saves/loads, because Brother Louis may not want to communicate later.
  23. At the Svoboda base we find the corpse of the Frenchman, take his PDA, and hand it over to Zahara.
  24. We receive the task of finding Fang and go to complete a series of quests “Searching for the box and safe of the mysterious stalker”, “Continuing the search for the mysterious stalker”, “Meeting with Fang...”.
  25. After completing all of Fang’s quests, we go to Limansk, in one of the buildings (you can’t pass by) we find a group of Svoboda members led by Borman. We receive from Borman the task to destroy the sniper.
  26. We go to the construction site, clear out all the NPCs, and destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
  27. We go to Borman and hand in the task. We get something new - find the muffler and take it to the Miser. We go to the construction site and find a muffler in one of the containers.
    Note: NPCs can steal the silencer without you, so I don’t recommend leaving the location before finding it and also searching all the corpses if you don’t find the silencer in the containers.
  28. We take the muffler to Skryag, wait 5 hours, pick it up, return it to the construction site and hand over the task to Borman.
  29. We go to Sviblov and receive the task of finding the courier on the Radar.
  30. On the Radar we find the courier next to the Ghost. It is recommended to stock up on medications and art to restore health - they will be very useful.
  31. We take the suitcase from the courier and carry it to Sakharova, despite all the calls for the task in the PDA “Return to Sviblov.”
  32. We hand over the suitcase to Sakharov. Before donating, I recommend eating a hearty meal, because... then we sleep for a long time. We speak with Sakharov and return to Sviblov.
  33. We report on the completion of the task and receive a teleport deactivator.
  34. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
  35. Not far from the entrance we find the Cat and the escort group. Together we make our way deep into the Hospital.
  36. At the northern exit of the hospital we meet the Black Doctor, communicate and learn new information.

3. Search for the box and safe of the mysterious stalker

    Note: key character - Miner; we get the transition to the Cave from Baldy in Bar; To start this branch, you must complete the Miner's task "Bring a book from the Forgotten Forest."
  1. We speak with Miner, we receive a task - to save the escaped “prodigal son” (Fima Ugol) and bring the sentry’s notebook.
  2. In the Labyrinth, on the upper tier of passages in the large hall, we take the notebook from the guard, save the fugitive and receive from him in gratitude the passage from the Labyrinth to the Cave.
    Note: if in a shootout the Monoliths suddenly kill Fima Coal, don’t be upset, the main thing is that Marked saved him and the quest will be counted.
  3. We bring the notebook to Schakhter and observe the return of the prodigal son (even if he was killed by the Monoliths before this). As a reward we receive a recipe for a new Art, Rattle.
    Note: the recipe will start working only after the Miner sends the GG to Sidorovich to join the Monolith.
  4. On the advice of the Miner, we talk with Fima and learn from him about the mysterious box and safe, the transition from the Labyrinth to Amber, and also about the need to communicate with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first aid kits, bandages, “Soul” and soap.
  5. We bring swag to Fima and he gives a transition from the Labyrinth to a new location.
  6. We speak with Adrenaline, we receive the task to bring a Box and a safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.
  7. In the Labyrinth we find a Box, in it there is a note with interesting and useful information. We bring the box to Adrenaline and tell him about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk to Shakhtar.
  8. We talk to Shakhtar, he talks about the need to join Monolith and sends him to Sidorovich.
  9. We speak with Sidorovich, we receive another task to search for repair kits and the Monolith amulet.
  10. We go to the Labyrinth, on the way to the Labyrinth we try to stay as far as possible from neutrals and former friends! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code for the door to the Monolith's bunker. For him to speak, you need to say “Plasma Caterpillar” and “Rattle” to him. In the bunker we pick up the safe and repair kits. Repair kits can be picked up by one of the Monolithians in the bunker - don’t forget to bargain with them.
  11. We go to Sidorovich, give the repair kits and the Monolith amulet.
  12. We go to the Miner and give the safe.

3. Continuing the search for the mysterious stalker

  1. We take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there. The passage is at the highest level of the large hall, almost a mirror image of the passage through which the GG enters the Labyrinth.
  2. We talk with the Astrologer and learn about some local residents.
  3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
  4. We meet the Gynecologist, give the Bag and Safe.
  5. We talk with Cyclops, from his poems we learn about the location of the medicines. Let's learn about the transition point Dump-NZ.
  6. We go to the Cordon and pick up medicines.
    Note: The task is easier to complete if you have a camouflage exe in your arsenal. If there is none, then art will help you.
  7. We give the medications to the Gynecologist.
  8. We talk to Zhorka-Anomaly, he opened the first door, there was information about Fang. But to open the second door, he needs batteries.
  9. We speak with the old man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.
  10. We speak with the Hermit again, he knows about the OP and knows some of its “inhabitants”.
  11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find Pilgrim and talk to him. He promises to help with batteries and watches if we bring the razor from his cache. Now there is a camp for the avengers, and he himself cannot go.
  12. A simple stealth mission, we find Pilgrim’s abandoned backpack and take everything from there. If even one avenger dies while you are reporting on the mission, the mission will fail.
    Note: and, again, camouflage exa will help you.
  13. We give the machine, we get the watch.
  14. We give the watch and find out from the transition points AC-NZ, TD-NZ.
  15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries. An SMS comes from the Hermit, asking him to come in, there is information.
  16. We speak with the Hermit. We find out that Adrenaline was looking for us, information about the owner of the safe appeared. He says Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the detector.
  17. We take the batteries to Zhorka and talk to Vitya at the same time. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS comes from Adrenaline, people came to get the box.
  18. We go to Yantar and buy detectors from Sakharov.
  19. We bring Vita two Elite Detectors and a Plasma Caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.
  20. We go to the Landfill, find a cache, there are two detectors there, we’ll just keep one for ourselves.
  21. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling on the Zone for a long time. They were looking for a safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.
  22. We speak with the Gynecologist, in the safe there was an old map of the territories near the Chernobyl nuclear power plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.
  23. We find a half-dead mercenary in the Labyrinth who is aware of the Perfusor and tells us where to look for the flask for him. The floppy disk with the information is nearby. We select the floppy disk and treat the mercenary.
  24. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against GG making a copy, but the original will have to be returned.
  25. We go to the Army Warehouses, find the desired place, select the Flasks.
  26. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
  27. We go to the place where the meteorite fell, find the teleport deactivator, and get into the cave through one of the entrances.
    Note: we find the deactivator of the second teleport already in the cave. Another piece of advice, it’s quite hot there at the entrance; it wouldn’t hurt to hang some artifacts to protect yourself from the heat.
  28. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.
  29. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...
    Note: between points 28-29 you must do without intermediate saves/restorations, otherwise the Avengers will become enemies.
  30. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.
  31. Owl agrees to help, but for the job he needs a controller, they found just the right one on Radar, he needs to run and pick him up.
  32. We run and pick it up. We bring it to Owl.
  33. For the work he asks for 10 chimera claws +100 tr. We collect, bring, select the head of “Sidorovich”.
  34. We go to the Chimera, give the head. He doesn’t give us the reagents, but we learn that his eagles are training in NZ, and later they will go in search of the daughter of some big shot, she disappeared here in the Zone. An SMS arrives from Cyclops, there is a tip to the hiding place.
  35. We listen to the next portion of poetic revelations and follow the lead. In the Chimera's nest we pick up the flasks with reagents.
  36. We take what we find to the Gynecologist. We admire the charged Perfusor. We receive an SMS from Fang, he wants to meet.
  37. We talk to Cyclops and get the latest tip.
  38. Let's go, take everything from the hiding place.

3. Fang quests (trips to Warlab, Red Forest)

    Note: This storyline begins immediately after collecting the perfusor for the patients of the Gynecologist's hospital.
  1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), we go through the upper entrance (through the swamp) into the fiery cave.
  2. We speak with Fang, we receive the task of reconnaissance of a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
  3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can just quietly stand at the entrance for 10-15 minutes until the enemies destroy most of each other. We receive an SMS from Fang.
  4. We find the corpse of the mercenary Bonebreaker in the billiard room, and take the mercenary’s notebook from him.
  5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
  6. We talk with Lukash, find out about the signet and the Spider.
  7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary.
    Note: during further movements we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them you may find yourself in a hopeless situation.
  8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. We give the radio back and find out that the big guy wants to talk to us.
  9. We speak with Dembel and receive the task of picking up a stuffed dog from Lukash’s headquarters. We get the coordinates of the transition from Warlab to AS.
  10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear, we take the disk from him.
  11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
  12. We go to the AS, find a backpack in the Svoboda weapons room and take a prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
  13. We go to Varlab, give the scarecrow to Dembel and the armored armor to the Panther, the boss of the mercenaries wants to talk to Marked.
  14. We talk to the boss, GG is exposed. Together with Panther and her guards, clear Warlab from mercenaries.
  15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
  16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
  17. We go to Lukash and give the mercenaries' signet.
  18. We speak with Lukash and receive the task of escorting the Svoboda members. An SMS arrives from Panther.
    Note: if you haven’t cleared the Radar for a long time, I recommend clearing the route to Warlab of excess teeth and trunks.
  19. We talk to Vitamin, arrange a meeting at the Radar.
  20. We go to the Radar, talk to Vitamin, accompany the group to the hole in the mesh fence, talk to Vitamin again and go to the Warlab.
  21. If there is no burning desire to fight the dogs, we calmly wait until the Svoboda members clear out Warlab and Vitamin comes to the billiard room.
  22. We speak with Vitamin, the blocking teleport is turned off and we receive a reward - a gold bar from Svoboda. An SMS arrives from Cyclops - we don’t react yet.
    Note: I post the ingot immediately in Warlab, because... then you forget, and in other locations you are wildly surprised: “Why is Debt shooting at you?!”
  23. In the right elevator shaft we go up the stairs to the secret part of Warlab and talk to Lazy. Let's find out about the main scientist.
  24. We find Klenov, talk and get a lot of interesting information, we get the task of bringing the Hologram to Warlab.
  25. We go to NZ, talk to Cyclops, and get another tip on the cache.
  26. We talk to the Hologram, accompany him to the transition to the AC.
  27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
  28. We go to the Cave and take the Poltergeist Heart from the Miner. The miner gives the art only after meeting the Doctor in Pripyat and receiving the Doctor's task to take the medallion to the Miner. The miner will also ask for flashlights - where and how to find all this is described in other sections of the Guide.
    Where to look for 10 cobblestones - everyone decides for themselves. They will periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
  29. We go to Klenov and give him the art.
  30. If you haven’t received the transitions and the task from paragraph 16 of the description, we get it and go to the Red Forest. Near the crossing we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
  31. The location of the hunters is marked on the map in the PDA, we find Genka Captain and receive the task of returning the stolen backpack.
  32. We go to the Swamps to Cold, talk, get information about the location of the thief, follow the tip and find the captive thief.
  33. We negotiate a ransom with Mitka’s captors, talk to Mitka, take the backpack, and take it to the hunters in the Red Forest.
  34. We hand over the backpack and receive a tip on the location of the backpack with documents. We fight off the monsters, find the backpack, take the documents, and take them to Fang.
  35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, clear the monsters, find and save Denis, accompany the stalkers to the parking lot, return to Fang.
  36. We hand in the task and find out that the Astrologer was looking for us (we are looking for him at the Cordon).

3. Continuation of Fang's quests in the Old Village

  1. After rescuing Denis in the Red Forest, we go to Fang, report on the rescue and receive from him the task of going to Kodon to talk to the Astrologer. Let's go, let's talk. In the last dialogue it is written that GG needs to go to Sidorovich.
  2. We go towards Sidorovich, an SMS comes from Fang about the need to save Pilgrim, and the passage from Pripyat to Staraya Derevnya opens. We immediately forget about Sidorovich and move towards Pripyat.
  3. We go to the Old Village, at the entrance we talk with Pilgrim. The exit from the trap is blocked.
  4. We are waiting for the approach of a group of stalkers who turn off the transition. Their eldest is Kolmogor, we talk and receive the task of clearing out the soldiers near the store.
  5. We go to the store, clear out the warriors, talk to Kolmogor - we get a new task - to capture the headquarters.
  6. Let's go, capture the headquarters, an SMS comes from Panther. We report to Kolmogor and receive the task of examining the village.
  7. We talk with Pilgrim, walk around the village, receive an SMS from Kolmogor, return.
  8. We speak with Kolmogor, we receive the task of finding the Panther and the coordinates of the transition to Limansk. We go to the transition, an SMS comes from Panther and a mark appears on the map in the PDA.
  9. We go to the Swamps to see the Panther. For those who did not have a mark - Panther is on the southern tip of the peninsula, near which there is a farm of controllers (where the red brain was mined for Sviblov). When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a mark appears in the PDA.
  10. We talk to the Panther, go north from it and find the Swamp Expert in the center of the circle with a mark in the PDA.
  11. We speak with the Expert, we receive the task of bringing zombie embryos and clearing the farm. Let's go, clean it up, find backpacks and embryos.
  12. We return to the Expert, say, go to the Panther, bring her to the Expert. We speak with the Expert again.
  13. Let's follow the Expert. When it stops, we speak and receive a marker for the transition from the Swamps to the Old Village, we go to the transition.
  14. We take the Panther to Kolmogor, from whom we receive the task of protecting the village.
  15. We heroically defend so that the GG’s life does not seem like honey; while completing this task, a new SMS comes from Kolmogor demanding that he single-handedly clear another part of the village.
  16. GG is no stranger to this - we go to the low-lying part of the village, clear out the warriors, a joyful SMS comes from Kolmogor, we return.
  17. We report to Kolmogor, an SMS comes from Klenov asking him to come. We speak with Pilgrim, after which we go to Varlab.
  18. In Varlab we receive several SMS messages in a row. We go to Klenov and receive the task of finding a psi antenna. We are moving to Cordon.
  19. The antenna we need is on the truck from which the GG fell at the beginning of the game.
    Note: do not rush to immediately take the antenna - when approaching it, an honor guard and a ceremonial meeting committee appear.
  20. We take the antenna and bring Klenova.
  21. We give the antenna to Klenov.

3. Generators or the elusive Stargazer

    The storyline begins after the last communication with Pilgrim in the Old Village.
  1. There is an exchange of SMS with Fang, we find out that the GG is needed at Chernobyl NPP1. For those who have not used the transition Chernobyl 2 - Chernobyl 1, let's go through this transition to find out where the GG is needed. The transition is marked on the map in the PDA.
  2. At Chernobyl NPP 1 we meet the Ghost, we say he leads us to the transition point. As soon as it stops, we say, a transition appears, we go to Generators.
  3. At the Generators we again talk to the Ghost, he leads as soon as he stops - we say that the GG needs to find the elder in the village. Let's go to the village.
  4. Finding an elder is not a problem, we talk to him, pay him or complete the quest. The quest is actually not difficult - I advise you to complete it. All the clues are in the dialogue with the Old Man. The main thing is to have time to run through the entire location. We report on the downed helicopter, learn about Fritz and get transferred to the Hospital.
  5. Finding Fritz is as easy as shelling pears, he lets GG see the prisoner, we talk to him, a helicopter arrives
  6. We go out, talk to the Black Doctor, the GG must find the Bosun. We take the Doctor to the prisoner.
  7. We go to the Phantom, talk, get information about the Bosun, return to the Black Doctor and ask him for a helicopter. We listen to the advice and stock up on what we need. We go into the helicopter and fly to the Swamps.
  8. We arrive and move to the territory of the location. We go to the dilapidated railway bridge and there we find the Boatswain. There is a hole in the barbed wire fence, not far from the bridge. We find the boatswain and talk.
  9. We leave the cave and receive the task of bringing the Boatswain to the cemetery. He gets behind the fence himself, we talk to him, we lead him, protecting him from monsters.
  10. At the cemetery, we receive the task from the pilot to clear out the bandits. We clean up, put the Bosun in the helicopter, sit down ourselves, and fly back to the Generators.
    Note: The GG must take out all the bandits personally; if someone dies in an anomaly or is torn apart by a mutant, the turntable will not land.
  11. We arrive, talk to the Bosun, go to the Ghost and get passage to Pripyat.
  12. We go to Andersen and talk. The GG must find the joystick. There is a map in the PDA, as well as a hint on how and when to look. We find a joystick, while searching we look not only at our feet, there is a joystick after all!
  13. We talk to Andersen, go to the Bosun, hand him a joystick and accompany him to the border of the radiation zone. We are waiting for the Bosun to turn off the antennas and leave the zone. We go to the Bosun and talk to him.
  14. We go to the Ghost, we talk, a long exchange of SMS. The three of us set off to storm the Base, admire the helicopter battle, and clear out the Monoliths. We receive an SMS about the fleeing leader, we jump into the underground passage, and run after the leader.
  15. We find the corpse of a panther, wait for the Black Doctor, talk to him, talk to the Phantom, go to the village.
    Note: when performing p.p. 14, 15 do without intermediate saves/loads.
  16. We find Bosun, talk, drink, watch the video and listen to DDT. We wake up, go to the Phantom, receive a note, in it is the code for the door. Active SMS exchange.
  17. We open the door to Warlab, find the teleport deactivator, go to the concrete block, find the corpse and take the dossier. Active SMS exchange. Let's go to NZ.
  18. We are looking for a secret cave. The task, in fact, is not that difficult. Hint – there will be a living person sitting in the cave. We don’t go into the cave - we go to Fang’s headquarters in the Fire Cave and talk. Together with him we go back to the cave.
  19. We climb into the cave, find the Fly, talk, return to Fang, meet the Panther, talk, return to Fang again, talk.
  20. We take Mukha to the Hermit for the winter. When brought, the Fly should sit down by the fire, and Fang should stand next to it.
  21. We leave, we receive an SMS from Fang. We return to Mukha, talk, and receive the task of finding the doll and its photograph. We talk with Fang, go to Varlab to see Klenov.
  22. We take the art from Klenov, go to Radar for the doll (in the house where one of Cyclops’ hiding places was). The “prediction” about an incomprehensible anomaly is fulfilled (hardcore fans will really enjoy it). We take the doll to Mukha.
  23. We talk to Fang, go to Voronin, talk. We go to the Bartender, there is an active exchange of SMS. We are going to Chernobyl NPP2 to search the helicopter. Anyone who has passed through Chernobyl NPP2 at least once can easily find out where the required helicopter is, but to get to it, the GG will need a Monolith teleport.
  24. We make our way to the helicopter and take the recorder. SMS messages are being exchanged, from which we understand that we still need to look for helicopters. Let's go look.
  25. The 2nd helicopter is very easy to find, it is clearly visible both from below (from the ground) and from above, any gamer has run past it more than once. Near it are hints on where to look for the 3rd helicopter, which is more difficult to find and to which the GG cannot get to without a teleport.
  26. Near the 3rd helicopter we find the backpack that Mukha spoke about and take away the valuables from it. We carry and give the recorder to Voronin, active exchange of SMS.
  27. We go to Mukha, show her the contents of the backpack and send her to the mainland, pick up a present from the military.
  28. We talk to Fang, read the scary story in the SMS, run to the big swamp. We find the corpse of Mukha, treat the wounded lieutenant, and talk. Exchange SMS, we go to the cave in which we found the Fly, we get the task to go to the Generators.
  29. At the Generator base we talk to Andersen, go to the substation, collect the jammers, bring them, give them back. After an active exchange of SMS, we observe the negotiations.
  30. We talk with Andersen, go to the concrete road and clear out the Monoliths. We go to the generator field, when we get to the right place, SMS is exchanged, we meet the Panther, we talk.
  31. We go to Chernobyl NPP2 (the place is marked on the map), talk to Fang, go to the place indicated by him, clear out the Monoliths, an SMS comes from Fang demanding that we quickly return back.
  32. We run back as fast as we can and see the crash of an armored personnel carrier and a helicopter.
  33. We receive an invitation from the Black Doctor, we go to the Hospital, GG is allowed into the previously closed distant part of the Hospital.
  34. We follow the communication of the heroes, after the invitation we go to the Black Doctor, communicate with him, with the father of the panther, again with the Doctor and get freedom to choose the further development of the plot.
    Note: if you choose the option with money, then after switching to Agroprom the game will end for you.
  35. In a dialogue with the Doctor, we choose that we will cook the Stone of Fortune ourselves, we get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, a flash occurs and new art is cooked very quickly, we select it.
  36. We talk to the Doctor, go to the Fly, revive it, go talk to the Panther. She and her father are at the far end of the compartment, further along the tunnel there is a passage, we go there.
  37. We find ourselves in an inaccessible part of Agroprom in the company of our old friends. We speak with the Ghost.
  38. We stand and watch the show + active SMS dialogue until the show participants leave.
  39. Arhara appears, we talk to him, he leaves. We are in no hurry to run anywhere until he leaves and another red SMS arrives. Now you can turn to the gate - we will see the character there. We talk to him.
  40. We go to the teleport near the gate.

3. Lightning quests and the search for a way out in the Dead City

  1. After talking with Fang, we go to the teleport. We get onto the pipe, look around, see another teleport, jump into it. We “get to know” Molniya, we exchange SMS messages, and learn a lot of new things.
  2. We figure out who could have planted a bug in our PDA, go and deal with it. SMS exchange.
  3. We go to the Control Bunker and talk to Lightning.
  4. We move to Limansk, find a house with a teleport, find what is left of the Wanderer, pick up the notebook, find another teleport to get out.
  5. We meet with the Legend of the Zone, and Semetsky tells us how to quickly get to the Generators.
  6. Following a tip from the Phantom, we find the one-legged Maximilian and talk to him. Don't forget to talk to the Ghost.
  7. We come to the Sarcophagus, look for the teleport, go into it. We find a photo gun, take a picture of the Monolith, select the photo and jump into the teleport.
    Note: Binoculars will help you find your aiming point.
  8. Village. SMS exchange with the Ghost. We go to Pilgrim, show him the photo and ask him to erase the numbers from it.
  9. We wait, go around the village, an SMS comes from Pilgrim, take the photo and go to the Generators.
  10. We give the Photo to Maximilian, we get an Isomorph Detector. Exchange SMS with Lightning and Fang.
  11. We take the Camouflage Exu and move to X-10. We are sitting in ambush. We wait.
    Note: it wouldn’t be a bad idea to shoot the rats on the approach to the hall with the switch and in the hall itself, so that the Last Day clan fighters would not be distracted by them; We maintain the invisibility mode until Korn opens the code door.
  12. We fight off Radio Operator Korn from the Invisibles, communicate with Korn and Fang, and pick up the camera.
    Note: If possible, we do without intermediate saves, otherwise quest items may fall through into textures. If this happens, we go out of their X-10, for example, into the Sarcophagus and return, pick up everything, it failed.
  13. Let's go to Pripyat. In the Kindergarten in Korn's hiding place we find a lens and a closed safe. Exchange messages with Fang. We meet Korn and Fang and the transition from the Radar and escort them to the Kindergarten.
    Note: it will be easier if we destroy the mutants, zombies and monoliths before we go looking for Korn’s hiding place, then it will be easier to get him through alive.
  14. Korn opens the safe and learns about the missing document. We talk to Fang, mine the stairs, talk to Fang again, and fight off the attack.
  15. We go to the Red Forest and find the Forester. We eliminate the sniper, get a pistol from the Forester, and he collects a camera for us. Based on a tip from the Forester, we find a corpse, take away everything we find, and then look for a passage to Warlab.
  16. We speak with Klenov, we receive three charges for the camera and an isomorph.
  17. We go to the X-16 and photograph the Brain. We go out, if we’re lucky, we find and photograph the controller in the tunnels.
    Note: if you are unlucky, then look for the controller at the AS, in Pripyat, Limansk, and if you don’t find it, then it’s okay - Klenov will accept the task without a photo.
  18. On the territory of the Plant we find Chernomor. We bring him Antizombin and escort him to the Stalkers' parking lot. We talk to him. Based on a tip, we take the rifle and cartridges.
    Note: we don’t pay attention to the second Chernomor, we need the one who is a friend.
  19. We go to Varlab, give Klenov the photograph and camera.
  20. Let's go to Lightning. Let's talk. We throw all the found izmorphs into the teleport, in return we receive various useful things + a “pleasant” surprise.
  21. We receive an SMS from Panther. Lightning helps us move closer to Cordon.
  22. We meet Hog at the Landfill and help him solve the problem. In return, we learn about the hiding place of the Invisibles. We take everything from there.
  23. We move on to Cordon, exchanging SMS with Panther. We go to the Newcomer Village and talk to the Panther's father. We are trying to catch up with her. We watch what is happening. We return with the Father of the Panther to the Village. We talk to him. Exchange SMS with Chernomor. We speak with Klenov and he teleports a Note and an infected Camera to us.
  24. We go to Yantar and talk to Chernomor.
  25. We return to Cordon, take a Picture and identify the villain. We talk to him and hand him over to Panther's father.
  26. Let's go to the freedom base. Exchange of text messages with Panther's father. Let's take a photo. We identify the stranger and talk with him.
  27. We take the camouflage exu and move it to the Undiscovered Land. We eavesdrop on the conversation when the representative of the Last Day leaves, talk to Maximilian and receive a tip to the cache at Agroprom.
  28. We take the contents of the cache and move towards Sakharov. Seeing what we brought him, Sakharov happily shares information about the spied teleport to X-16.
  29. We go to the Teleport, find ourselves in X-16, collect everything we find, and act as written in the found papers.
  30. We teleport to Yantar and talk to Chernomor. SMS exchange with Lightning.
  31. We come to Lightning, throw the found object into the portal, and be sure to collect everything that flies back out. Say goodbye to Lightning.
    Note: be sure to wait until Lightning goes into the teleport!!!
  32. We find a teleport in Limansk and activate it.

3. The Last Day and the Dead City

  1. We go into the portal and receive from the security system a not very happy message about weapons. Reluctantly, we leave what we have acquired through back-breaking labor in the safe. We teleport to MG.
    Note: I only took a shotgun in the first slot in MG and that was enough for me, everything necessary for passing is on the location.
  2. We meet the Evil One, receive bad news and a hint from him, and go look for the stalker. The location is marked with a circle on the map.
  3. We find the Perfumer, get another clue, and move on to look for stalkers. The location is marked with a circle on the map.
  4. We find a farm and Tyumensky, we talk, we get a task. We go to the bandit camp, the position is marked with a circle on the map.
  5. We find the stalkers, talk to the Liquidator, and go clear the camp. After clearing, we loot and collect swag according to Tyumensky’s list (available in the PDA in the task description). We collect the entire set and receive the task of taking the stalkers back.
  6. We lead the stalkers to Tyumensky, simultaneously clearing out the monsters spawned for this occasion. Let's remember about Chuk and Gek. We hand over swag and live stalkers to Tyumensky.
  7. We receive an SMS from the Perfumer, we go to the Black Farm to look for the controller. The Last Day fighters appear and an SMS arrives from Norman. You can fight with enemies or escape from them. Let's go to Norman.
  8. We talk with Norman and learn a lot of interesting things. Exchange SMS with Fainting, we go to meet him near the camp that we recently cleared. Upon arrival at the fuel tanker, Norman receives a task to find the cache. We are waiting for Fainting.
  9. We talk to Fainting, we get a chip for disabling the outer perimeter of the city and a hint on how to use it correctly.
  10. We go to the city according to Norman's drawing. As we approach, we clear the passage from the “Last Day” fighters. Don't forget about Fainting's tip about the timer.
  11. In the attic, according to the picture, we find a cache and the weapon we need, we move to the sniper’s place.
    Note: the weapon disappears from our hands - we’re not nervous, it’s intended to be that way, we wait a little and watch what’s happening. When the weapon returns to our hands, we bring down several fighters of the “Last Day”, and be sure to bring down the head of security on Norman’s tip.
  12. We leave the city, there is an active exchange of SMS with Fainting and Evil, we get a transition to the ATP, we run into it.
  13. We deal with the “support group” at the ATP, receive a task from Norman to find a cache, and go to Agroprom.
  14. Using the positioner, we go to the specified point according to the coordinates and teleport to the cache. We find the module in the cache, we get transitions to the MG and back. Exchange of text messages with Norman.
  15. We move to Limansk, take the swag left there from the safe, and at the same time follow Norman’s instructions along the way (if the safe does not have the necessary armor and weapons). Using any of the provided passages we return to the Dead City.
    Note: there is no transition from Limansk to MG!
  16. We go to the Perfumer, his wanderlust awakens and he leaves for his new place. We wait and track on the map when it stops, we go there, we talk. Exchange SMS with Duda. We get the route to enter the building.
  17. After the end of the dialogue between the Perfumer and Duda, we speak with the Perfumer again (this is important!), after which we go to a meeting with Duda. At the entrance we speak with the guard (a complete analogy with the situation of the 1st entry into the Freedom base).
  18. We find Duda and talk. Whether to part with the amount announced by Duda or not - everyone decides for himself. If we separate, GG will have enough time to calmly find the Doctor and talk to him. If you don’t part ways, you’ll have to run around quite a bit (a few seconds to find Doc and dialogue with him). But we will have to fight the “Last Day” in any case.
  19. We talk to Doc, send him to the Perfumer. We receive an SMS about disabling the protection system, and a little later - an invitation from Lightning. We go to meet her, we say, Lightning disappears.
  20. We receive an SMS from the Perfumer, we go to the headquarters to look for Iskra’s note, we find it, the Perfumer appears, we talk.
  21. Using the positioner, we go to the point indicated by Iskra in the note, we get into the sewer and through it into the teleport to Zaton.

Date added: 01/06/19 Views: 79289

Description

About the material
This article examines all the quests that belong to one of the Global quest lines of Narodnaya Solyanka, namely “Search for the Ghost, the Fang Killers.” This material is relevant only for OP 2.1 0. Strangely enough, everything starts with, we find and bring.
1. Talk to Freeman and get the task.
2. We find Jameson in the Wild Territory, he doesn’t want to talk nicely, we “take down” himself and his group, take the case, take it to Freeman.
3. We get it from Sakharov and bring it.
4. We talk with Kruglov (Semyonov) about the Ghost, he asks to find the Ghost's Diary.
5. , we bring it to Kruglov

Searching for the Phantom
6. Talk to Kruglov, to decipher the diary he needs a working computer.
7. Talk to Arhara, he should know where he can be found. (Arhara appears after taking the quest on)
8. We find the system unit in the X-18 and bring it to Kruglov.

Kruglov's system engineer in X-18

9. After this, Kruglov sends GG to Yakut
(the further branch will work after completing the branch on Fang and disabling the Burner)

Search for the Fang Killers
1. We speak with the Bartender; in exchange for information, he asks to bring gramophone records from a hiding place, which is located somewhere in the Landfill. Places are marked
2. Bring the Bartender Records
3. Let's talk to Voronin. He asks for Psycho's flash drive.
Reward: PYa "Rook"
4. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, and take it to Voronin.
5. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
6. Talk to Dan. We find out that he has PDA, but the Tyrant himself is located at the “Construction Site” location.
7. We receive a message from Kuznetsov. We find out that a group of mercenaries is located next to the destroyed bridge on Cordon, we go there
8. We kill the mercenaries at the Cordon, head to the location "Construction Site"()
9. At the Construction Site we find PDA Tyrant, take it

PDA Tirana at the Construction Site

10. We give the PDA to the Informant, we learn about Le Havre
Reward: AKM "Dream"
11. We speak with Le Havre, we learn that Freedom is in contact with the Mercenaries, through Le Havre.
12. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA. (Bolt is at the mercenary checkpoint in the Army Warehouses)
Reward: Blaser B95, 9.3x64mm 7H33 9CH
13. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
14. During a visit to X-10, we find the corpse of this guy, he really does have the papers, we take them and bring them to Le Havre.
Reward: Fiery soul
15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
16. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
17. We take Bland’s squad to the TD, talk to Bland himself, buy the flash drive, and take it to Freeman.
Reward: Bright Dummy
18. We speak with Le Havre. Le Havre is offended by us because of Blend, he’s bullying us, and he’s taking away our PDA.
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring him down and all his associates.
20. We speak with Yakut, he saw how the PDA was dragged from the Svoboda base to the outpost.
21. We take out the Mercenary outpost and take the PDA.
22. We tell Yakut about what happened. We set off to further search for the Phantom.

Continuing the search for the Phantom
1. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
2. In the basements of Agroprom we come across an Ambush, but it was clearly not us they were waiting for.
3. Again to Yakut he sends GG to the Radar. Find the Ghost here!
4. The Ghost has several more tasks for us, which are described in

About the plot:
People's Solyanka is a modification where you need to keep a lot of details and information in your head for various quests. This article contains tips on quests that are included in the quest thread for “Continuing the search for the mysterious stalker” (Basis of the guide: a185. Added by: Admin(Spaa-team))

Start of the quest line: Walkthrough guide: 1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there.
2. We talk with the Astrologer, we learn about some local Residents.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, give the Bag and Safe.
5. We talk with Cyclops, from his poems we learn about the location of the Medicines. Let's learn about the transition point Landfill -> NZ.
6. We go to the Cordon and pick up the Medicines.

Location of medications

There are two observation booths
They contain fighting soldiers
They drink vodka and smoke a lot
Entrance to the Guard Zone
How can you find these booths?
You will take your goods there

The tip clearly points to the Checkpoint, which is at the cordon. Look for medicine there. In one of the booths on the 2nd floor

7. We give the Medicines to the Cyclops or the Gynecologist, as appropriate.
8. We speak with Zhorka-Anomaly, he opened the first door, there was information about Fang. But to open the second door, he needs Batteries.
9. Talk to the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.
10. We speak with the Hermit again, he knows about the OP and knows some of its “inhabitants”.
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find Pilgrim and talk to him. He promises to help with batteries and watches if we bring the Razor from his cache. Now there is an Avengers parking lot there, and he himself cannot go.

Entrance to the cave

12. We find things based on a tip. They lie in an excavator in a quarry

Pelegrimm's Cache

13. We give the Machine, we get the Watch.
14. We give the Watch and find out from the transition points AC -> NC, TD -> NC.
15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries.
16. We take the Batteries to Zhorka,
17. An SMS comes from the Hermit, asking to come in, there is information.
16. Talk to the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe has appeared. He says that Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.
17. We speak with Vitya. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS comes from Adrenaline, people came to get the box.
(Detectors can be bought from Sakharov, the recipe for the caterpillar is from him)
18. We bring Vita two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.
19. We go to the Landfill, we find a cache, there are two detectors, we’ll just keep one for ourselves, it’s a wonderful thing, it sees both Jellied Invisible, and the Arhara Star and, of course, everyone else.

Cache spawn location

In the roots of a withered giant
Hidden cache of goodness
Where the blind people scurry around idle
Between the phoning rubbish and the hill
What is closest to the Valley of Mayhem

The cache lies under one of the trees in the Landfill

20. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling on the Zone for a long time. They were looking for Safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.
21. We speak with the Gynecologist, in the Safe there was an old map of the territories near the Chernobyl Nuclear Power Plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.
22. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells where to look for the flask for him. The floppy disk with the information is nearby. If, before this, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select the floppy disk and treat the Mercenary.

Mercenary location

In the deserted grotto of the Labyrinth
Where there are clouds of rats and it’s so dark
A half-dead body lies
And it keeps its secret

23. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against the GG making a copy, but the original will have to be returned through the Astrologer.
24. We go to the Army Warehouses, find the desired place, select the Flasks.

Where to look for flasks

You will find someone else's swag under that one,
What the power of nuclear power plants helped deliver to the human world.
Where the spirit of Anarchy hovers high
And those who will kill anyone for “loot”
They are located just nearby
But there is only a catch here -
- You have to climb over the fence.

“The spirit of anarchy”, this is definitely Freedom, which means Army Warehouses.
“They’ll kill you for the money,” these are definitely Mercenaries.
This means we need to look under the nearest power line support, not far from the outpost of the mercenaries at the AS.

25. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
26. We go to the place where the meteorite fell, find the teleport deactivator, and get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it’s quite hot there at the entrance, it won’t hurt to hang artifacts from the heat.

Where to look for the teleport deactivator key

27. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.
28. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...
- a small note, between points 27-28 you need to do without intermediate saves/restorations, otherwise the Avengers will become enemies-
29. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.
30. Eagle Owl agrees to help, but for the job he needs a Controller; they found just the right one on the Radar, so he needs to run and pick him up.
31. We run and pick up. We bring it to Owl.