Folk hodgepodge walkthrough guide. Passage of game Stalker: Folk Solyanka

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Guide to Narodnaya Solyanka 2010 + OOP

Description of the passage of the main storylines, all the main troubles and answers to the most frequently asked questions are covered!

So, let's begin.............

Firstappearance in the Zone -Conversation with the Stargazer.

In the house on the left we are looking for supplies :)

On the farm on the right under the wall there is a box - vodka (for passing under the bridge)

We don't wet the warrior- the quest for the Artmodifier is tied to the main one and you can always exchange army first-aid kits for vodka.

NO WAY case, we don’t go to the military at the checkpoint (get hold of swag there, etc.)

As punishment, they send troops and the village comes to a quiet end :(

Coming to the village(on the way to search the military), we speak with the doctor, we drink medicine and in a moment we wake up in the Cave.

We are not afraid, we look under our feet, we equip ourselves.

It is not necessary to wet all living creatures on the first run!

The main thing for us is to reach the miner (it is on the upper level in the far cave)

We kill bloodsuckers with a shot in the head - clinging to the wall in the corner of the cave (preferably rise higher).

After talking with the Miner, we drink medicine and again at the cordon.

Brief Reminders Along the Way Game - Beginner's Memo :)

Nychka arrow at Agroprom- Kill everyone at the entrance, go into the shack there you will be transferred to the stairs at the entrance to the shack Strelka.

1.First, we run up the spiral staircase to the teleport that has appeared at the top.

2. After the teleport is gone, we run into the hall where we meet the Bloodsucker for the first time.

3. Well, the last teleport that will lead us to the cache is in the tunnel with the Electra.

There, take the PDA, and turn off the teleport. There is also a flash drive.

Bar. It is necessary to take the task for X-18 (TD) from the bartender at the first entry and complete it! (and you can’t refuse, otherwise departures will climb later)

Laboratory X18- Bandits. We kill all the bandits, but we lose quests for them, or we give a first-aid kit, returning the interrogated to life. A box for a Borov on the corpses of scientists. We escape from chimeras like this: there is a stone along the flat fence, climb on it and death to the damned.

Amber X16- Be sure to save Kruglov, together with Sakharov they will throw you a suit and a psi-helmet. Complete their quests, they are simple, you get an anomaly detector, a super thing, plus an excellent armor

ENTRANCE to the Laboratory is not through the doors (teleport), but to the left through the window.

Guide, Thunderstorm - Find a guide, he will tell you about the Doctor, he will tell you about the detector for the Chernobyl door. After passing the Radar, a ghost will appear. There is a thunderstorm everywhere, among the bandits at the ATP, at the Chernobyl nuclear power plant, among the debtors in warehouses. You decide.

Radar- It seems nothing complicated, at first there is a nuisance with art, they turn into cobblestones, put them at the bus stop, then take them away. Examine the corpses of scientists.

Pripyat- Let's bring down the snipers, look for the Swamp Doctor. During the release into the basement.

Chernobyl 1- Pressing from all sides, military, monolith, ejection ... hold on. At the entrance to the dungeon there is a crowd of military men, look for Sakharov's bag. ( do not linger for a long time - leave at least 5 minutes before ejection)

The Search for the Lost Expedition

1. Search the corpse of the commando Andrey, at the viaduct on Kordon. (the viaduct is a tunnel under the road from the village of beginners to the bridge)

A must for future quests!
2. We find the bandit who stole the PDA of a commando, this is a "simulator" sending an SOS signal, in the Landfill, but he does not have a PDA.
3. We are looking for a bandit who stole the PDA, this is Fraer. The same bandit has Brom's assault abakan (drunk Dolgovets from Bar). Brom puts a mark in the PDA at the location of Fraer's original appearance in the Dark Valley. But Fraer travels from this place through the Scrapyard towards Agroprom and its dungeons. You'll have to find out exactly where it will be.
4. At the Prapor in the Landfill, for 10 scientific first-aid kits, we learn that Bartender's people will be able to repair the PDA.
5. The bartender asks for the repair of the artifact Tears of Fire.
6. We bring and find out that the Bartender's People finally broke the PDA, the branch seems to be lost.
7. During the execution of Lukash's quest, according to the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
8. In the Wild Territory, at the very crossing to Yantar, we find a group of Sivogo, 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 turning off the Scorcher.
10. On a tip from Sakharov, we need to go X-10, but we have already been there, there is no expedition there, but Sakharov insisted, we go and check.
11. And indeed we find two dead and one barely alive Ecologist, who asks to end his suffering and finish him off.
With a grating heart, we do it.
12. We tell the Ghost about what happened. He suggests that there is another way out of the X-10, but where?
13. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of an operation to capture the Monolith.
14. At the Garbage, we deal with Tomaz's group, and pick up the Capture Plan.
15. From the Plan we learn about the way from X-10 to the Sarcophagus and back.
16. We go to the Ghost, if you found the missing expedition and the exit from X-10 to the Sarcophagus, we get the task to bring 10 Golden Chunks of Meat from the Chernobyl-2 location.
17. We bring Shreds to the Ghost, and as a reward we get information about the transition from the Sarcophagus to Chernobyl-2.
18. We get the task to find 3 parts of the diary at Chernobyl-2.
19. We bring the docks to the Ghost.

Arkhara's laptop quest:

1. Talk to Dan (in early versions he was on the Cordon, later he moved to the Swamps).

2. We go to Agroprom (it is necessary to steal documents from the main task of the Stalker)
3. We speak with Zakhar (Bar) (along the way, you can take the quest to protect Dan's group)
4. We speak with Dan, he talks about the unusual activity of the Military at the Agroprom.
we get the task to steal the parcel from the military at Agroprom.
(I usually put off talking about hitting and showdown with a group of Avengers until the moment when I am well equipped)
5. We meet at Agroprom with Arkhara and his group, storm Agroprom, pick up the package.
6. We do not know what it is and why, we just refer it to Dan.
7. Again we speak with Arkhara, we get the task, to bring his notebook.
8. We go down to the Agroprom dungeon, find the corpse of Arkhara's friend and take the notebook.
9. We give the notebook to Arkhara, and we get the task to bring Arkhara's laptop, he also asks to visit Dan.
10. We speak with Dan and get the task for the Scientist's flash drive from X-18.
11. We bring and receive a customized psi-helmet, identical to that given by Sakharov.
12. On occasion, or immediately go to the Radar and find Arkhara's laptop.
13. We bring a laptop to the Army Warehouses to Yakut.

Beginning of the search for the Ghost and the killers of the Fang

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

Finding Fang Killers:

7. Let's talk with Voronin. He asks for Psycho's flash drive.

8. We go to the Crazy, who "lives" in the swamp in the Army Warehouses, we take a flash drive, we take it to Voronin.
(Svobodovets 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)
(one more thing, it’s very active in the Swamp, and living creatures often finish the psycho before us, and his corpse can easily disappear, therefore, it will not be superfluous to deal with the psycho and remove the flash drive from him when you first visit the AU, without waiting for the quests on him)
9. We speak with the Informant in the Bar, for further progress we need the information of the Tyrant.
10. We speak with Dan and take the Tyrant's PDA from him.
(so that during the conversation Dan does not become an enemy, it helps to first ask him to fix 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 Fill up the mercenary Bolt and bring his PDA.
14. Again we speak with Le Havre and we get the task to bring the docks from the corpse of the Monolith in X-10.
15. During a visit to X-10, we find the corpse of this guy, he really has the papers, we take and bring them to Le Havre.
15. We speak with Yakut, he suspects a conspiracy, and sends him to Freeman.
16. Talk to Freeman, learn about the gathering of Mercenaries in the TD.
17. We take out the Blend squad in the TD and bring the flash drive to Freeman. In the version of Solyanka dated 08/14/2010, an alternative opportunity appeared to peacefully "break up" with Blend himself. And the squad moved to another place.
18. We speak with Le Havre. Le Havre is offended by us for Blend, poisons and robs GG to the skin.
(it will not be out of place to go to Le Havre light, I usually throw everything off, into a stash in a hatch on the edge of the minefield, to the left of the entrance to the Freedom Base)
19. Again we speak with Le Havre, he becomes an enemy, and with a clear conscience we bring down him and all his associates.
20. We speak with Yakut, he saw how the Box was dragged from the base of Freedom to the outpost.
21. We take out the outpost of the Mercenaries and pick up the box.
22. We bring the box to Yakut and get something from our swag, which Le Havre removed from the poisoned GG.

Ghost Quest:

7. Talk to Kruglov, he needs a working computer to decipher the diary.
8. Talk to Arkhara, he should know where he can be found.
9. We find the system unit in X-18 and bring it to Kruglov.
10. After that, Kruglov sends GG to Yakut
(the next branch will work after the Fang branch is completed and the Scorcher is turned off)
11. SMS comes 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 cellars of Agroprom we stumble upon an Ambush, but obviously they were not waiting for us.
14. Again to Yakut, he sends GG to the Radar. Find the Ghost here!
15. The ghost sends the GG to the Sych on the DT in order to recapture the Beast's flash drive from the Avengers. Starting from Solyanka on 08/14/2010, the Avengers and Sych moved to the Swamps.
16. Along the way, if the Owl is killed, we search his corpse and get a tip on his caches in X-10 from which we will find out who surrendered the Ghost.
17. We visit the Ghost again, we 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 the documents of the Beast.
19. Report to the Ghost.

Clear Sky Quests:

Going to the Swamps gives Fan after completing the quest to protect the camp from mercenaries (after exiting X18). The transition is displayed in the PDA and is located just south of the village of beginners

1. At the entrance to the Swamps, we find Dyak on the farm and he gives the task of rescuing a friend from the captivity of bandits. We go along the road to the church, we clean up the bandits and find the captive Sahatoy, we talk to him.
2. We return to the Dyak, report on the completion of the task, get information about the teleport to the Clear Sky base.
3. We go to the base, we meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovites Sviblov.
4. The task of Vasily 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 (GG must have very good protection against explosions - art + costume). Kalmyk appears.
4.2. We speak with Kalmyk, we get the task to bring the container. The location of the container is marked on the map with a circle.
4.3. We go to the backpack, pick up the container. In the teleport around the backpack there is at least 1 passage, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the place 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, find out the tariffs for the exchange of ointment. We bring swag and get 3 necessary jars, we take 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 runs in the ravine northeast of the complex in which Adrenaline is located (from the entrance from the side of the landfill immediately to the right along the fence).
5.1. We aim the pseudo-giant from the weapon of Cold and report on the completion of the task.

Sviblov's quests are key to the further passage of the plot, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we get the task to bring the brain of a unique controller. The spawn location of the controller is marked on the map. We go, kill the controller and the monsters accompanying him, take the brain.
7. We hand over the brain to Sviblov and in return we get the opportunity to exchange the details of unique monsters for weapons.
8. We speak with Sviblov again. We get the task to steal PKM from the bandits. And a label in the PDA for Kashchei. Without delay, it is necessary to go and talk with Kashchei, otherwise he may die in the fight against the bandits or disappear into the anomaly.
9. We speak with Kashchei, we get a 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 PKM from the backpack. Before taking the PKM, the bandits should 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 the bandits. After cleaning, you can talk with Dan, but more on that later.
12. We hand over PKM to Sviblov, we get a new task - to control the Freebie deal. The quest is not critical for passing, you can not complete it and not take it from Sviblov. The main reward is the swag taken from the killed mercenaries.
13. We go to Cordon to the factory where the hunters with Den used to be (in the PDA of the task there is a typo that Freebie will supposedly be on the farm).

Quests of the Cat or the search for the Black Doctor:

1. We speak with Den, we get the task to talk with the Cat and a label on him in the PDA.
2. We go to the Cat, we speak, we accompany him to the burnt farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse that you need to get to. GG should have very good radiation protection.
3. We search the corpse of the Monolith, pick up the card and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebovtsy base, actively clearing the living creatures around if the Cat suddenly stops. We go to the bar to the Cold, we speak with the Cat. We get the task to find the right person.
5. We speak with 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 are talking. We get the task to bring the TV.
6. We go to Cordon, near Akim we pick up the TV, we give it to Elk. In return, we get information about the possible locations of the Monoliths (marked on the map by circles).
7. We search the places of the possible location of the Monoliths, find them, destroy them, take the notebook.
8. We give the notebook to the Cat, we agree on a subsequent meeting in the Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or on the AC at the stalkers' parking lot between the Freedom base and the village of bloodsuckers. What causes and dependence of the place of appearance - I do not know. We get the task from the Cat to bring medicine from Kalmyk
10. We go to Kalmyk, he needs ingredients - we collect, we bring. We are waiting for the appointed time, we take the medicine.
11. We give the medicine to the Cat, we get the task to take the "language". I'm going to Agroprom.
12. To the south of the western complex we find the Monoliths and release Chuk and Gek from their captivity. We speak with any of the sweet couple, we accompany both to the central complex. I recommend clearing the territory along the route in advance - otherwise these young creatures worse than Kruglov rush to fight with everything that moves and it is not possible to bring them down.
13. On the territory of the central complex we speak with Chuk or Gek, we get valuable information, we go to the Cat.
14. We share information with the Cat, learn about Rabinovich and get the task to go to the Skryaga, let's go.
15. We get information from the Miser that we need a Modest.
16. In the village of bloodsuckers we find the Joker, we speak, we drink 3 bottles and we get information about the Modest.
17. We go deep into the village, we find Modest wounded, we treat, we speak, we get information about Rabinovich.
18. We go to Pripyat, we find Rabinovich in a house with a deli near the hotel. I recommend to save before communicating with Rabinovich.
19. We speak, we get information about the "Black Doctor", we return to the Cat.
20. We report to the Cat, we get the task to talk with Zakhar.
21. We speak with Zakhar, we get the task to take Brother Louis alive.
22. We go to the Swamps, the base of the avengers in the northeast of the location near the northern exit to Cordon. We clean the guards without touching Brother Louis, we talk with him, we get information about the Frenchman.
23. At the base of Freedom we find the corpse of the Frenchman, we take away his PDA, we hand over to Zakhar.
24. We get the task to find 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 the quests of Fang, we go to Limansk, in one of the buildings we find a group of Svobodovites led by Borman. We get the task from Bormann to destroy the sniper.
26. We go to the construction site, clean up all the NPCs, destroy the sniper. SMS comes from Sviblov about the need for a meeting.
27. We go to Bormann and hand over the task.
27.(a) An optional task for the plot from Bormann is to find a silencer and take it to the Miser. We go to the construction site, we find a silencer in one of the containers to the left of the construction site. For reference - a silencer without you can be stolen by NPCs, so I do not recommend leaving the location before finding it and also rummaging through all the corpses if you do not find the silencer in the containers.
We take the muffler to Skryaga, wait 5 hours, pick it up, return it to the construction site and hand over the task to Borman.
28. We go to Sviblov, we get the task to find a courier on the Radar.
29. On the Radar we find a courier next to the Ghost. It is recommended to stock up on medications and arts to restore health - they will come in handy.
30. We pick up the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA "Return to Sviblov." Tip - teleports from Bones in the game were invented for a reason and help quite well in this situation.
31. We hand over the suitcase to Sakharov. Before giving back, I recommend eating a tight meal, because. then sleep for a long time. We speak with Sakharov and return to Sviblov.
32. We report on the completion of the task, we get the deactivator of teleports.
33. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
34. Not far from the entrance we find the Cat and the escort group. Together we make our way deep into the Hospital. Who played in CHN will easily find a way.
35. At the northern exit from the hospital we meet with the Black Doctor, we communicate and learn new information. At the exit from the Hospital, you can talk to the Cat (optional).

Search for the box and safe of the mysterious stalker

Attention! Not all quests are displayed in active PDA tasks, so it is necessary to memorize dialogues, given tasks, codes, etc.
The key character of the branch is a miner. To get a passage to the Cave, you need to take a quest in the Bar from the Bald One to search for a treasure. Well, the Miner will definitely ask the GG to complete a small assignment - to bring the Book from the Forgotten Forest. Don't be lazy - bring it.

1. We speak with the miner, we get the task - to save the runaway "prodigal son" (Fima Coal) and bring the sentry's notebook.
2. In the Labyrinth, on the upper tier of transitions in the large hall, we take the notebook from the guard, save the fugitive and receive from him, in gratitude, the transition from the Labyrinth to the Cave.
If in a shootout the Monoliths suddenly kill Fima Coal - do not be upset, the main thing is that Tagged saved him and the quest will be counted.
3. We bring a notebook to the miner and observe the return of the prodigal son (even if he was killed by the Monoliths before that). As a reward, we get 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 Yantar, and also about the need to talk with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first-aid kits, bandages, "Soul" and soap.
5. We speak with Adrenaline, we get the task to bring the Casket and the safe from the Labyrinth. At the same time, we get the transition to the Labyrinth from Amber.
6. We bring Fima swag and he talks about the transition from the Labyrinth to a new location, the transition itself does not give, until early (later the transition will be given by the Miner).
7. In the Labyrinth we find the Casket, in it is a note with interesting and useful information (codes for 2 doors). We bring the box to Adrenaline, tell about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk with the miner. (how to find the Box can be found in the answers to "Other questions", in the "Labyrinth" section)
8. We speak with the Miner, he talks about the need to join the Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we get the next 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 from the door to the Monolith's bunker. In order for him to speak, it is necessary to say to him the "Plasma Caterpillar" and "Rattle". 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 - do not forget to bargain with them.
11. We go to Sidorovich, we give repair kits and the amulet of the Monolith.
12. We go to the miner and give the safe. We get a transition to a new location Unexplored Earth.

Continuation of the search for the mysterious stalker:


This storyline will be available after completing the quests to find the killers of the 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 sclerosis, take screenshots of the dialogues. Go.

1. We take the safe, go to the upper level of the Labyrinth, find the transition point to the Unexplored Land (NZ) and go there. The transition at the highest level of the large hall is almost a mirror image of the transition through which the GG enters the Labyrinth.
2. We speak with the Astrologer, we learn about some local Residents.
3. We get acquainted with the Hermit, he talks about a few more. We get a bag with medicines for the Gynecologist.
4. We get acquainted with the Gynecologist, we give the Bag and the Safe.
5. We speak with the Cyclops, from his poems we learn about the location of the Medicines. We learn about the transition point Dump -> 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 infa about Fang. But in order to open the second door, he needs Batteries.
9. We speak with the Old Man at the entrance to the Cave. He tells about the Fire Cave (OP), about the fact that he saw the required batteries there, and asks, if they come across, to find the clock lost there.
10. Again we speak with the Hermit, 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 the Pilgrim and talk to him. He promises to help, both with batteries and with a watch, if we bring the Razor from his cache. Now there is a parking lot of the Avengers, and he himself cannot go.
12. A simple stealth mission, we find the abandoned backpack of the Pilgrim and take everything from there. If at least one Avenger dies while reporting on the task, the mission will fail.
13. We give the Machine, we get the Clock.
14. We give the Clock, and learn from the transition points AC -> NC, TD -> NC.
15. Again we go to the Pilgrim, he has already shaved and gladly gives us the Batteries. An SMS comes from the Hermit, asks to come in, there is information.
16. We speak with the Hermit. We learn that Adrenaline was looking for us, information appeared on the owner of the Safe. Says Adrenaline needs a New Anomaly Detector. Vitya-Hologram can help with the Detector.
17. We take Batteries to Zhorka, for one we speak with Vitya. He asks for two Elite Detectors and a Plasma Tracker. SMS comes from Adrenaline, people came for the box.
18. We go to Yantar and buy detectors from Sakharov. That's the trouble with detectors! Well, if you play with ranks, then you should already have one. And the second should appear on sale from Sakharov, with the same frequency as the Bioradar, but personally I have never seen this device on sale from him. If someone bought without editing configs, unsubscribe. It may very well be that in the future this matter will be corrected, but for now, I had to edit Sakharov's trading config.
19. We bring Vitya two elite detectors and a plasma caterpillar, in response he sends us to the Cyclops, he knows where to look for caches with Vitya'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 leave one for ourselves, a wonderful thing, it sees the Invisible Kholodets, and the Star of Arkhara, and of course, all the rest.
21. We come to Adrenaline, we give the Detector. We learn that two people came for the Casket, one of them is the Astrologer, the second one Adrenaline did not consider, it is a shabby jumpsuit, which means the owner has been trampling the Zone for a long time. We were looking for the Safe and GG. SMS from the Gynecologist comes, the safe is 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 Perfusor. For nuances, as usual, we go to the Cyclops. Again we hear a tip in the verses. A transition point to the Labyrinth appears.
23. We find a half-dead mercenary in the Labyrinth, who is aware of Perfusor, and says where to look for a flask for him. The diskette with the information lies nearby. If, before that, you got to the Box through a teleport, you will find a mercenary quickly, he lies a little short of this teleport. We select a diskette, we 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, they can be asked from the leader of the snipers, here in NZ, that's just how to get close to them, they shoot at everything that moves. We leave for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he does not mind if GG makes 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, we give the Flasks to the Gynecologist. To build the installation, he asks to find Power Supplies and a control chip from Exa Liberty. In addition, we give the Fang cards to the Gynecologist so that he makes copies.
27. We go to the place where the meteorite fell, we find the deactivator of teleports, we 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 at the entrance, it won’t hurt to hang artifacts from the heat.
28. We find the Pilgrim in the cave, he helps to find an approach to the Mercenaries. We rummage through the cave, we find the PSU and boards.
29. We go to the Chimera, the leader of the Avengers in NZ. He has a small request to fill up a competitor - Sidorovich and bring his head as proof ...
- a small note, between points 28-29 you need to do without intermediate saves / restores, otherwise the Avengers will become enemies-
30. We take the ingredients for installation found in the Cave to the Gynecologist. We pick up the original and a copy of the Fang card. We inform the Gynecologist that Sidorovich's head is needed for success. Shura offers to slip a scarecrow on the Avengers, and Owl, the commander of the Hunters, can help us with this, they also live nearby.
31. Owl agrees to help, but you need a Controller to work, just the right one was filled up on the Radar, you have to run to pick it up.
32. We run and select. Bring Filina.
33. For work, he asks for 10 Chimera Claws + 100 tr. We collect, bring, select the head of "Sidorovich".
34. We go to the Chimera, we give the head. He does not 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 bump, she disappeared here in the Zone. An SMS comes from Cyclops, there is a tip on the cache.
35. We listen to another portion of poetic revelations and stomp on a tip. We pick up flasks with reagents in the Chimera's stash.
36. We refer the found to the Gynecologist. We admire the charged Perfusor. We receive SMS from Fang, he wants to meet.
37. We speak with the Cyclops and get the last tip.
38. Let's go, take everything from the cache as a bonus.

Quests of the Fang (Traveling to Warlab, Red Forest):

This storyline begins immediately after the collection of the perfusor for the patients of the Gynecologist's clinic.
Important! Before talking with Lukash according to item 6 (about the signet of a mercenary) you need to complete as many tasks of Lukash and Skryaga as possible so that all Svobodovites become friends ("green" in the PDA). It is highly not recommended to even accidentally kill Svobodevtsev. Otherwise, during the execution of Panther's quests part of Freedom will become enemies and it will be almost impossible to correct the situation.
In addition, each time you enter the AS, check if there are monsters that attack the Svobodovites on the barrier. This process continuously lowers Marked One's reputation with freedom and this greatly affects the possibility of "blushing" freedommen after Panther's missions.

1. We receive SMS from Fang (item 36 from the branch "Continuation of 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 get the task to scout a new territory (military laboratory or Warlab), we get a transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, there is a passage behind the door with a combination lock. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We find ourselves in Warlab for a sharp dismantling of the Monoliths with mercenaries. You can just stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Kostolom in the billiard room, take the mercenary's notebook from it. Not far from the corpse we receive SMS from Fang.
5. We go to the AC to Fang, he is on the farm where the Dolgovtsy were based before, we talk with Fang, we get the task to ingratiate ourselves with the mercenaries, in which Lukash will help us.
6. We speak with Lukash, 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. When moving further, we try to avoid contact with any groups, especially with former neutrals and friends - after killing them, you can find yourself in a stalemate.
8. We go to Warlab, find Panther in the billiard room, talk to her and get the task to find a walkie-talkie for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft at the top, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio, we find out that the big uncle wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Warlab to AC.
10. We speak with Panther, we get the task to intercept the messenger on the Cordon and pick up the disk. In the PDA we see a photo of the place where you need to get. Carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to Cordon. We climb onto the upper structures of the bridge, we reach the edge of the torn farm, we receive Panther's SMS that we are in place, a messenger (Sergeant Kostylnoga) should appear, we take the disk from him.
11. We move aside with Panther and get the task to bring a backpack from Lukash's headquarters. We get an invisibility exa.
12. We go to the AS, find a backpack in the weapons room of Freedom and take a prototype armor 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 scarecrow to Dembel and the armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We speak with the boss and understand that the showdown with Le Havre was childish talk, but there is a big plus - 3 immortal characters are now helping Marked. We help the Panther and her guards to clear the Warlab from the mercenaries.
15. We speak with Panther and Dembel, we get information and a reward for helping Panther.
16. We go to Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task to pick up documents in the Red Forest.
17. We go to Lukash and give the signet of the mercenaries.

It is possible that some of the quests described below are not required for the passage of the plot, but I did not check the relationship between them. Therefore, I describe in the order I went through myself.

18. We speak with Lukash, we get the task to escort the Svobodovites. SMS from Panther comes.
19. We speak with Vitamin, we agree on a meeting on the Radar.
20. We go to the Radar, if the Radar has not been cleared for a long time, then I recommend clearing the route to Warlab from extra teeth and trunks. After that, we speak with Vitamin (the group is still standing at the entrance to the loca), we accompany the group to a hole in the mesh fence, again we talk with Vitamin and go to Warlab. Important - it is enough to bring only Vitamin to Warlab alive.
21. If there is no ardent desire to fight with dogs, we calmly wait until the Svobodovites clean up Varlab and Vitamin comes to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we receive a reward - a Svoboda gold ingot. SMS comes from Cyclops - we do not react yet.
23. In the right elevator shaft, we go up the stairs to the secret part of Varlab, we speak with Lazy. Learn about the chief scientist.
24. We find Klenov, we speak and get a lot of interesting information, we get the task to bring the Hologram to Warlab.
25. We go to NZ, we speak with the Cyclops, we get another tip on the hiding place.
26. We speak with the Hologram, we accompany him to the transition to the AC.
27. We go to Warlab, we speak with Klenov, we get the task to bring art and cobblestones.
28. We go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat, receiving the Doctor's task to take the medallion to the miner. Also, the miner will ask for flashlights - where and how to find it all is described in other sections of the guide.
Where to look for 10 cobblestones - everyone decides for himself. They 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, we give art.
30. If you have not received the transitions and the task from paragraph 17 of the description - we get it, we go to the Red Forest. Near the transition we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a pack of monsters.
31. On the map in the PDA, the location of the hunters is marked, we find the "senior" hunter (who has a dialogue) and we get the task to return the stolen backpack.
32. We go to the Swamps to the Cold, we speak, we get information about the location of the thief, we go on a tip and find the captive thief.
33. We agree with the captors of Mitka on a ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
34. We return the backpack, we get a tip on the location of the backpack with documents. We fight off the monsters, find a backpack, pick up the documents, take Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, we clean the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
36. We hand over the task and find out that the Stargazer was looking for us.

Writing a modification for a game is a very serious job, most often it is incredibly difficult or almost impossible. But there are games that are literally made to be modified. And this does not mean that in their original form they are bad - they just fit perfectly with various kinds of mods and upgrades, which then delight the fans. "Stalker" is a game that is good in itself. It has enough action and stealth to keep you tensed up during intense chases and relaxed while reading diaries. But you should never lose concentration, because even in the same diaries a huge amount is hidden that you can use in the process of passing. There are already a fairly large number of mods for Stalker, some of which are universally recognized. One of them is "Combined Pack 2". It's more of a collection of mods rather than one complete mod as there are too many changes made. The creators of this mod boldly claim that "United Pack 2" is an independent separate game that functions by its own rules, lives by its own laws and has little in common with the original. But what is "Stalker: United Pack 2"? The passage of this mod will definitely be hardcore, so for those who are used to simple and casual games, it is better not to even try.

"United Pack 2" - what is it?

As mentioned above, there are already a very large number of various add-ons created by fans for Stalker. Some of them add new side quests, storylines, weapons, equipment, caches, characters, and more. What is "Stalker: United Pack 2"? The passage in it is very different, but what? First of all, it is worth noting the off-scale realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play Bundled Pack 2, you can experience the oppressive atmosphere of the Zone more closely. You will have very little health, even less ammo, and you will have to approach the completion of tasks incredibly seriously. The fact is that planning will now take a huge part of the time, much more than the actual passage itself.

You can complete the task right away, but at the same time spend too many precious resources - the reward for completing it will not even pay for the costs, let alone any profit! Therefore, you will have to think a lot and with concentration about how you will act in a given situation, what you need to take with you, how to use equipment and so on. In general, "Combined Pack 2" resembles a collection of all possible modifications in one - here you will find a plot branch, side quests, and a large number of new caches. And most importantly - all this will be in the atmosphere of hardcore. So you won't have to relax even for a second while you play Stalker: Bundled Pack 2. The passage can take you a lot of time, you will have to fight for your life in the most intense conditions. Therefore, if you are not attracted by the extreme level of complexity and the maximum realism of what is happening, then you better try the original version of Stalker or another game altogether. And now it's time to dive into the horrors of the Zone.

Passage of the plot "Sniper"

You already understood what "Stalker: United Pack 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You will still need to penetrate the Zone, fight monsters and other opponents, look for different items for different people - and unravel the plot threads in the process. The most interesting episode in this modification is "Sniper" - this is an absolutely fresh and incredibly complex campaign that is not found in any other add-on from these creators. You will have to figure out who killed Andrey and why, why they shot at you and who this mysterious stalker is.

It is worth noting that this storyline you will not be able to pass immediately - it is divided into two parts, the second of which is much more difficult than the first. Therefore, in order to succeed, you will first need to gain experience, get hold of good equipment - and then you will be able to solve this riddle. She is not the only one in the game "Stalker NS: United Pack 2". This is a project full of various surprises that await you at every turn. But you have already been warned - you need to take these steps in this game very carefully and carefully.

Search for caches

The passage of the game "Stalker NS: United Pack 2", in fact, as in the original version, largely consists of searching for various caches. It happens like this: you get a task from some non-playable character that you meet in the game. Next, you need to go to the indicated place and, on the leads, find the cache, and in it the thing that is needed to complete the quest. However, not all caches can be found in this way. For example, many of the most difficult places in which useful things lie can only be found on tips left in notes. When you find such a note, you are offered a text with a set of tips on the places where the cache you need may be. The mechanics here are as follows: as soon as you take this or that note, the cache is generated in one of the places indicated in it. And you need to methodically search all these places to find the vault. This is an integral part of the "Stalker", but in the "Combined Pack 2" everything is much more complicated than in the original.

As mentioned above, you have much less ammo, and everything that happens is close to reality. This is what distinguishes the modification "Stalker: United Pack 2" from the original. Immortality is the only way for players who are far from hardcore, go through this game. But along with this, all her individuality and peculiarity are lost, so do not abuse cheats.

Journey through the records

Another distinctive feature of the game "Stalker: United Pack 2", which does not require immortality, is the exciting stories that are told throughout the game. For example, you can take the notes of the Chess Player, one of the most famous stalkers. At the very beginning of the game, you have the opportunity to find the first voice recorder, on which you will hear the voice of the Chess Player and his first recording, which tells about his adventures. And further, throughout the game, you will find a variety of caches, notes and audio recordings directly, which will tell the story of this character.

Naturally, for people who are not familiar with the world of Stalker, this approach may not be particularly interesting, but initially everyone was warned - this modification is the most difficult version of the game, besides, here you will find answers to questions that other parts of the game they don't answer at all. Therefore, fans of the series will be very happy to try out the project "Stalker: United Pack 2". You can download saves for it on the net - in case you can’t go through this or that episode, but don’t want to spoil your statistics using cheats. Download the save game, load it and continue exploring the world from the moment that interests you.

"Hamster" quests

"Hamster" quests - this is what many love the series of games "Stalker" for. The "Merge Pack 2" mod is also rich in these tasks, but some gamers may not understand what such a strange name means. In fact, behind all the oddities lies a banality - "hamster" quests are those in which the player is instructed to bring a certain number of specific items to one person in order to receive a reward for this. Here the player acts as a "hamster" - he collects a large number of objects and carries them to a given point. And for this he can get very useful things.

There are quite a few new "hamster" quests in the "Combined Pack" that will allow you to get hold of very important objects. They will contribute to the successful completion of the game, so do not ignore such tasks. For example, this is the quest from Yakut, in which you will need to collect six artifacts "Scalp Controller" and "Symbion", as well as three items known as Antizombins. He will bring you a good minigun, as well as an unspecified chip, which can be very useful in the passage of the game "Stalker: United Pack 2". Codes for the game can also help you, but they are best used only in the most difficult situations. We will talk about them further, and now it's time to get acquainted with some of the surprises that the creators have prepared for you.

Surprises from the creators

Most of the content in the "Combined Pack 2" is repeated, that is, this is not the original game, but a combination of all the modifications that these creators released earlier. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pack 2". Cheats also remain the same, weapons have been expanded, the number of characters has been increased, so do not think that this modification is a banal assembly of everything that came before it. In fact, there are even special boxes here that the creators have hidden for the most attentive in various locations of the game. Finding them is very difficult, they are located in places where, under normal conditions, the player is unlikely to dare to look. But if you have a very inquisitive mind, and you are also serious about finding everything that was hidden for you, then there will be no barriers in front of you. Naturally, you will have to try, but the reward is worth it. For example, in the crate located in the Quarry (you shouldn't give more information about its location, as this will ruin the surprise), you can find a powerful but light rifle with an automatic target acquisition system, a large number of shells for a flamethrower, as well as a couple of artifacts.

As you can see, looking for such chests is definitely worth it, because it will give you a serious advantage in the game "Stalker: United Pack 2". The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the rest of the surprises should be looked for not in Jupiter, but in Zaton - for example, on a burned-out farm or in some anomalies.

More bonus stashes

You already know that the game "Stalker: United Pack 2" largely revolves around finding various hiding places. Therefore, many of them can simply be overlooked, because the creators have tried to make the task for the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can reach the chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things, including a manual teleport to one of the locations.

By the way, it is worth talking about teleports separately, because they also play a huge role in United Pack 2. Caches are very important. But teleports also have their own degree of importance, which, however, lies on a completely different plane.

The relevance of manual teleports for the game "Stalker: United Pack 2"

Everyone remembers manual teleporters according to the original version of "Stalker" - these are special items that allow you to instantly teleport to a particular location. In the original, these were useful things that could be used to save time. And if you had enough ammo and equipment, then you could go hiking through the Zone, shooting monsters and collecting useful loot. As for the "United Pack 2", here teleports take on a very important role. Given the fact that you almost never have enough ammo, little equipment, and even less life, using a teleport is a real happiness. Therefore, each of them must be sought in the first place and protected as much as possible. There are twenty-five of them in the game, so you will have to try to collect them all, and you can not count on the fact that at the very beginning you will have access to all the locations of the game "Stalker: United Pack 2". Saves in this case can be useful to you, but again - this is a hardcore game, and if you feel that it is too difficult for you - do not waste your time, because this is its main highlight.

Cheats for "Stalker: United Pack 2"

For the "United Pack 2" modification, all codes remained the same, as in other versions of mods from these creators. That is, you install a special cheat spawn mod for yourself, launch it, prescribe absolutely everything you want for yourself - weapons, equipment, money, quest rewards, and so on. By doing this, you make your life much easier, and this is especially true for such a hardcore mod as "United Pack 2". However, it is not recommended to use spawn specifically for this mod, since its whole essence lies in realism and hardcore, and the use of cheats nullifies all interest. So if it's too difficult for you, try the original version of "Stalker" or another mod, and leave the "United Pack 2" for those who are ready for brutal hardcore.

Using saves

There is another way to quickly complete the game - use ready-made saves. It's better than cheats, but it still kills the atmosphere a bit. Naturally, it's up to you, but it is recommended to play the "United Pack 2" in the form that the creators offer you.

Astrologer

Climb into the house on the left side and find supplies there. On the right side is a farm. Under the wall there is a box with vodka. It is best not to touch the soldiers, since their leader is needed to complete the Artmodifier quest. You can also exchange first-aid kits for vodka with him.

Do not go to the checkpoint where the military is. If this is done, then troops will be sent to the village. In the village itself, talk to the doctor, drink the medicine and find yourself in a cave.

Equip ammo. You must find the miner on the top floor. Destroy the bloodsuckers on the way, aiming at the head. Go to the corner of the cave and after talking with the miner, drink the medicine.

What you need to know when passing the Stalker Folk hodgepodge?

At Agroprom, you can find Strelka's stash. Kill all enemies. Once in the stash, you will find yourself at the stairs in front of the Strelka's cache.

The action plan is as follows: move up the stairs to the teleport; when he disappears, follow the hall where they saw the bloodsucker; the next teleport will take you to a cache located inside the electr tunnel. Pick up the PDA, turn off the teleporter and take the flash drive.

When you get to the bar, be sure to take the quest from the bartender related to the first visit to the X-18 laboratory. It must be completed as soon as possible!

In the X-18 laboratory, destroy all the bandits, but heal one of them by fitting a first aid kit. Interrogate him. Scientists will have a box that Borov needs. Run away from the chimeras using the stone next to the fence. Get on the rock and wait.

On Yantar X-16 be sure to save Kruglov. He, along with Sakharov, will provide you with the necessary psi-radiation suit and helmet.

Once in the laboratory, you can use the window on the left side.

Conductor and Thunderstorm. You will have to find a guide who will tell you about the doctor. You will learn from the doctor about the detector associated with the Chernobyl door. After the radar, you will see the Ghost. "Thunderstorm" will be in the hands of bandits, representatives of DUTY.

Radar is very easy. First, lay out the artifacts near the stop, and then pick them up. Examine the bodies of scientists.

On Pripyat, kill the snipers and look for the swamp doctor. During the release, hide in the basement.

At Chernobyl 1 you will be attacked from everywhere and by everyone who is not lazy. Hold out. There are soldiers at the entrance to the underground tunnel. Find Sakharov's bag here as soon as possible. Don't forget the ejection!

About the plot:
Folk Solyanka is a modification where you need to keep a lot of details in your head, information for various quests. This article contains tips for quests that are included in the quest line for "Continuing the search for the mysterious stalker" (Guide base: a185. Added: Admin (Spaa-team))

Beginning of the quest line: Walkthrough guide: 1. We take the safe, go to the upper level of the Labyrinth, find the transition point to the Unexplored Land (NZ) and go there.
2. We speak with the Astrologer, we learn about some local Residents.
3. We get acquainted with the Hermit, he talks about a few more. We get a bag with medicines for the Gynecologist.
4. We get acquainted with the Gynecologist, we give the Bag and the Safe.
5. We speak with the Cyclops, from his poems we learn about the location of the Medicines. We learn about the transition point Dump -> NZ.
6. We go to the Cordon and pick up the Medicines.

Location of medicines

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

The tip unambiguously 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 infa about Fang. But in order to open the second door, he needs Batteries.
9. We speak with the Old Man at the entrance to the Cave. He tells about the Fire Cave (OP), about the fact that he saw the required batteries there, and asks, if they come across, to find the clock lost there.
10. Again we speak with the Hermit, 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 the Pilgrim and talk to him. He promises to help, both with batteries and with a watch, if we bring the Razor from his cache. Now there is a parking lot of the Avengers, and he himself cannot go.

Entrance to the cave

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

Cache of the Pelegrimm

13. We give the Machine, we get the Clock.
14. We give the Clock, and learn from the transition points AC -> NC, TD -> NC.
15. Again we go to the Pilgrim, he has already shaved and gladly gives us the Batteries.
16. We take the Batteries to Zhorka,
17. An SMS comes from the Hermit, asks to come in, there is information.
16. We speak with the Hermit. We learn that Adrenaline was looking for us, information appeared on the owner of the Safe. Says Adrenaline needs a New Anomaly Detector. Vitya-Hologram can help with the Detector.
17. We speak with Vitya. He asks for two Elite Detectors and a Plasma Tracker. SMS comes from Adrenaline, people came for the box.
(Detectors can be bought from Sakharov, a recipe for a caterpillar - from him)
18. We bring Vitya two elite detectors and a plasma caterpillar, in response he sends us to the Cyclops, he knows where to look for caches with Vitya's Detectors. We listen to his next tip in poetic form.
19. We go to the Landfill, find a cache, there are Two detectors, we’ll just leave one for ourselves, a wonderful thing, it sees both the Invisible Kholodets, and the Star of Arkhara, and of course, all the rest.

Stash spawn location

In the roots of a withered giant
Hidden stash with good
Where the blind scurry about
Between the glowing rubbish and the hill
What is closest to the Valley of Mayhem

The cache lies under one of the trees in the Garbage

20. We come to Adrenaline, we give the Detector. We learn that two people came for the Casket, one of them is the Astrologer, the second one Adrenaline did not consider, it is a shabby jumpsuit, which means the owner has been trampling the Zone for a long time. We were looking for the Safe and GG. SMS from the Gynecologist comes, the safe is 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 Perfusor. For nuances, as usual, we go to the Cyclops. Again we hear a tip in the verses. A transition point to the Labyrinth appears.
22. We find a half-dead mercenary in the Labyrinth, who is aware of Perfusor, and says where to look for a flask for him. The diskette with the information lies nearby. If, before that, you got to the Box through a teleport, you will find a mercenary quickly, he lies a little short of this teleport. We select a diskette, we treat the Mercenary.

Location of the mercenary

In the deserted grotto of the Labyrinth
Where there are clouds of rats and it's so dark
Lies a half-dead body
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, they can be asked from the leader of the snipers, here in NZ, that's just how to get close to them, they shoot at everything that moves. We leave for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he does not mind if GG makes 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 helped the power of the nuclear power plant to deliver to the human world.
Where the spirit of anarchy soars high
And those that for the "loot" will fill up at least someone
They are located just nearby
But there is only one catch here -
- The fence must be climbed.

"Spirit of anarchy" is definitely Freedom, which means Army Warehouses.
"They'll fill you up for the" loot ", these are definitely Mercenaries.
So you need to look under the nearest power line support, not far from the outpost of mercenaries at the AS.

25. We return, we give the Flasks to the Gynecologist. To build the installation, he asks to find Power Supplies and a control chip from Exa Liberty. In addition, we give the Fang cards to the Gynecologist so that he makes copies.
26. We go to the place where the meteorite fell, we find the deactivator of teleports, we 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 at the entrance, it won’t hurt to hang artifacts from the heat.

Where to look for the teleport deactivator key

27. We find the Pilgrim in the cave, he helps to find an approach to the Mercenaries. We rummage through the cave, we find the PSU and boards.
28. We go to the Chimera, the leader of the Avengers in NZ. He has a small request to fill up a competitor - Sidorovich and bring his head as proof ...
- a small note, between points 27-28 you need to do without intermediate saves / restores, otherwise the Avengers will become enemies-
29. We take the ingredients for installation found in the Cave to the Gynecologist. We pick up the original and a copy of the Fang card. We inform the Gynecologist that Sidorovich's head is needed for success. Shura offers to slip a scarecrow on the Avengers, and Owl, the commander of the Hunters, can help us with this, they also live nearby.
30. Owl agrees to help, but you need a Controller to work, just the right one was filled up on the Radar, you have to run to pick it up.
31. We run and select. Bring Filina.

STALKER: People's Solyanka is a modification for the original game "Shadow of Chernobyl", which radically transforms the gameplay and adds many new quests. In addition to tasks, the player will discover previously unseen locations, as well as new equipment, guns and other additional items.

Walkthrough of all three parts of STALKER you can find on our website. This article describes only the quests added by the mod.

The Search for the Lost Expedition

Go to Cordon and look into the viaduct under the road. In this tunnel you will find the body of a fighter named Andrei - take the quest item to activate the task.

Next, you need to find the gopnik that pocketed the PDA soldier. Following the signal, you will stumble upon a false SOS signal. This bandit will not have the required item, so you will have to go further.

The real CCP kidnapper is called Fraer. You can find him on Voronin's quest. Not only that, you can also stumble upon him while questing in many other locations.

After finding the thief, take the find to Prapor, who is located in the Garbage location. For ten first-aid kits, he will tell you that the Bartender's guys will be able to restore the PDA.

Get to the Bartender and bring him Tears of Fire. It is for this artifact that he will agree to fix the equipment, but later his mechanics will break the PDA, after which the plot will be interrupted.

The next stage of the quest will begin during Lukasz's quest. You will have to find a certain Pavlik, and then finish off the messenger, nicknamed Ara. It is on the body of the latter that you will find a PDA with new information about the disappeared.

Go to the Wild Territory, specifically - to the end of the map, where you can move to Yantar. Here you will find a detachment of Sivoy, from whose PDA it will become clear that for new information about the expedition you need to go to Sakharov.

Visit the scientist and find out about the disappeared guys. He will refuse to talk to you until you complete the tasks related to the Fang and deal with the Scorcher.

When the job is done, Sakharov will send you to the X-10 laboratory. Previously, you could already visit it without meeting anyone. However, Sakharov will begin to insist and you will have to visit there anyway.

On the spot, you will still find fresh bodies. Not counting the two corpses, there will be a half-dead Ecologist in the laboratory - fulfill his last request by finishing him. Next, visit the Ghost and tell about what happened. The comrade will answer that it is probably possible to leave the laboratory in a different way, but it has yet to be found.

First, talk to Freeman - he will tell you about the Jameson mercenaries who once tried to conquer the Monolith. Next, go to the Dump location and kill Tomaz's squad there - it is from him that you will get the necessary documents. From the information it will become clear how the mercenaries got to the Sarcophagus through the X-10 laboratory, and then returned.

With the data found, talk to the Ghost again, who will ask you to get ten Golden Chunks of Meat for him, which can be found in the expanses of Chernobyl-2.

When the necessary items are delivered, you will learn about the exact path from the Sarcophagus to Chernobyl-2, and also receive a new quest to find three parts of the journal. You just have to get to the location described above, get the diary and return it to the Ghost.

H laptop Arkhara

Talk to Dan, who is in the Swamp location. The guy will send you to Agroprom, where you need to get information for the quest. After that, visit the Bar and talk to a man nicknamed Zahar, and then to Dan. The latter, by the way, will also issue a task for the defense of his squad.

Dan will inform you about the emboldened warriors at Agroprom, who are up to something. You will have to visit the location and get a transmission with valuable data. Find Arkhara on the spot to hit the military with him, grab the package and deliver it to Dan.

Deliver the notebook to the owner, after which he will give you another task to find his computer. Arkhara will also advise you to have a few words with Dan.

Dan will tell you about a flash drive of a researcher from the X-18 laboratory, which you will have to find. After obtaining the carrier, deliver it to Dan and receive a reward in the form of a psi-helmet.

Now you can visit the Radar, where Arkhara's computer is located. You just have to get to the Warehouses and give the find to a man nicknamed Yakut.

Search for the Ghost and the killers of the Fang

The quest chain begins when you find Freeman's weapon. Return the cannon to its owner to receive a quest to find his briefcase.

You will find the case at the mercenary Jameson in the Wild Territory location.

Naturally, the guy will refuse to solve the case in an amicable way, after which you will have to finish him off. After dealing with his guys, pick up the item and deliver it to Freeman.

You will find the diary directly at Agroprom - return it to Kruglov, and then visit the Bartender. The latter, if you want to get information from him, will ask for the Sibion ​​artifact in return.

Find the Killers of the Fang

To begin with, Voronin will send you for a flash drive of a man nicknamed Crazy. The latter huddles in the swamps near the Army warehouses zone. By the way, you could deliver the same carrier to Max at his request earlier. In this case, you will have to visit him and redeem the device.

Also keep in mind that when you first visit the location of the Psycho Swamp, animals can kill you. It makes sense to immediately visit him, finish him off and pick up the flash drive, while not having the appropriate tasks. Otherwise, you risk coming to an empty place, as the corpse will simply disappear.

Now visit the Informant at the Cordon base. To continue the chain, you will have to get information about the Tyrant - Dan will give you his PDA (if the latter becomes your rival after the conversation, you will have to reboot and ask him to fix something).

After that, deliver the device to the Informant, who will direct you to a certain Le Havre. He, in turn, will talk about the cooperation of Svoboda with mercenaries, which is carried out thanks to him.

On the instructions of Le Havre, find a guy named Bolt and kill him, taking the PDA. Then the mercenary will send you to the X-10 laboratory, where the body of the Monolith with the necessary information may lie. On the spot, you really will find a corpse - deliver the documents to Le Havre.

From a conversation with Yakut, you will learn about the planned conspiracy. Next, talk to Freeman, who will inform you about a secret gathering of mercenaries. You will have to go to a meeting and kill all its participants. After obtaining the carrier, deliver it to Freeman.

Le Havre will not appreciate your deed, after which he will quarrel with you and take away the money and many valuables (therefore, it makes sense to dump them in the cache before visiting the mercenary). After that, there will be a battle in which you will have to kill all the associates of Le Havre and himself.

Next, Yakut will inform you about some kind of cargo that was taken by mercenaries at the Svoboda base. You must visit the mercenaries, kill them and get the item. All you have to do is return it to Yakut in order to receive a reward and your own clothes that Le Havre took from you.

Find the Ghost

From the conversation with Kruglov, you will learn that he needs a good computer to decrypt the data from the log. Arkhara will point you to the X-18 laboratory, where a suitable system unit may be located.

Get to the point and take what you need. When you deliver the computer, Kruglov will send you to a man named Yakut. The latter, in turn, will lead you to the lower levels of Agroprom.

Please note that this continuation of the chain will open only after the completion of the task to neutralize the Scorcher.

On the way, the Ghost will contact you through the PDA. Finally, in the dungeon you have to fight an ambush, which, however, was not organized here against you.

Now you need to visit Yakut again, who will advise you to visit the Radar, where you will find the Ghost. The elusive guy will ask you to return his flash drive, which is in the possession of a certain Beast in the Avengers group.

The plot quests end here, however, there are still secondary quests in the Solyanka Team.

Clear Sky Buildings

First you need to go to the Swamps. First you need to talk to the Fan, who will ask you to defend the base from the attack of mercenaries. After that, the guy will help you get to the Swamps.

On the spot you will meet Dyak, whose comrade is in trouble. You will have to get to the church where the gopota settled, and then kill her. Sukhaty himself, Dyak's friend, will be found right there. For help, Diak will tell you about a secret portal to the Clear Sky base - use it.

At the CN base, you will find three NPCs, each of which can give a unique quest. Talk to Vasily to bring him a healing ointment.

The necessary medicine is in Kalmyk's hut. Inside you will find a briefcase with a grenade that you need to take. After that, an explosion will occur, which you can survive (maybe because it will require very good protection). Then Kalmyk will appear.

Kalmyk will ask you to get a box, the location of which is marked on the map. Near the cargo, you will find a teleport, which you must pass by.

The specific location seems to be chosen randomly, so you'll have to take the time to find a safe path. Deliver the crate to the petitioner to inquire about the price of the ointment.

You will have to drag a certain amount of resources, and only then will Kalmyk give you healing tubes. As a reward for the ointment, Vasily will agree to repair and improve your equipment.

Cold, the second person on the CN base, will send you in search of a pseudo-giant. You don't have to kill the creature - just mark it. The location of the mutant is marked on the map, but it does not always appear where it is indicated.

Otherwise, you will have to look for a creature above and to the right of the building in which Adrenaline huddles. Mark the monster with the special Cold Cannon and report success.

Sviblov will give you several tasks, some of which are necessary for further progress in the story.

The leader will ask you to deliver the controller's brains to him - get to the indicated point and finish off the mutant. Next, Sviblov will need a PDA, which is in the hands of the gopniks. First you have to visit Koshchei, and quickly, as he can die in a skirmish with bandits.

Koschei will send you to the base of the lads, where you need to make your way in a certain way - through the tank, then onto the roof and down. If you act carefully and discreetly, you can easily steal a PDA from a briefcase.

When you take the PDA, Dan will come running to your aid along with his group, who will attack the camp. Now return the PDA to Sviblov to receive the next task - Save the Freebie.

Sviblov will send you to the enterprise where Dan's group used to live. On the spot, you must comply with two conditions: remain unnoticed by mercenaries and prevent the death of Freebie during the battle.

You can get to the base through a tunnel with electrical anomalies, which ends with a hole in the wall. At the base, you will have to fight the Monoliths, so get ready and choose the right position.

You can stand right next to Freebie, so that, after his cry, immediately kill two opponents, as at this time they will freeze for a couple of seconds. Return to the employer and tell about the success.

Tasks of the Cat or the search for the Black Doctor

Find Dan, who will send you to the Cat. The latter will ask you to accompany him to the ruined village where the body is located. On the spot, go behind the back of the Cat and examine the corpse of a fanatic to get a map.

After finding the card, the Cat will go to the ChN base. You will have to accompany him, while simultaneously dealing with opponents. After that, you will be able to talk with him a second time already in the Cold bar, which is at the base.

The new task of the Cat will send you in search of a certain person. Talk to all the residents of the base to eventually learn about Misha Los. You will find him near the building where Sviblov is waiting. Next, you have to go in search of a TV.

Visit Cordon, and specifically - Akim, who has a TV. Return with the find to Elk to receive a reward - information about the approximate habitats of fanatics.

Next, visit all the indicated points and kill the Monoliths. Having obtained the documents, visit the Cat and hand them to him. If you don’t find the Cat at the base of the ChN, then go to the AC - to the parking lot, which is located between the Svobodov base and the nest of bloodsuckers.

After that, talk to Kalmyk, who will need the components to create a medicine. Deliver what you need and wait a day. Finally, deliver the drug to the Cat to continue the chain.

Now you will have to grab the "language" somewhere in the Agroprom. Below the left side of the territory you will find fanatics - kill them and rescue Chuck and Huck.

Tell the Cat about what happened to continue the chain. He will tell you about Rabinovich and send you to a man nicknamed Skryaga. The latter will answer your questions and direct you to the Modest.

On the spot you will not find Modest, but information about his whereabouts will be given to you by the Joker for some three bottles of vodka, which you will have to drink with him.

Being drunk, go to the village. Soon you will be contacted by Modest, who will ask for help - he is injured and needs a first aid kit. When the guy comes to his senses, he will tell you about Rabinovich. At the same moment, a detachment of avengers suddenly attacks you - kill them.

You will find Rabinovich in Pripyat, and specifically: in a building near the hotel. This is where you need to save your progress. During the conversation, you will learn about a certain "Black Doctor", after which you will have to visit the Cat. Tell him about what happened, and then go to Zakhar. In a conversation with Zakhar, you will learn about Brother Louis, who will need to be caught.

Visit the Swamps and look for the Avengers Fort, which is located on the top right of the location. There, deal with all the guards and talk to Luis (you shouldn't kill him).

Now your task is to visit the Svoboda base, where the Frenchman can be. Alas, on the spot you will find only his body - take the PDA and hand it over to Zakhar.

At this stage, only half of the quest is completed, and only now you get the goal to find the Fang. You'll have to complete a whole line of quests to track down this stalker until you eventually meet him. When the task is completed, go to the city of Limansk.

On the way, you will stumble upon the Freedom Building, a detachment of which is led by Bormann. The latter will ask for a favor - you will have to eliminate the sniper point. Go to the place and kill all opponents, including the sniper. Then Sviblov will contact you in order to meet.

When you report to Bormann, you will receive a new task to find the silencer. Return to the construction site and take the item from the box.

By the way, NPCs often take this thing for themselves when you leave the location after the first visit, so be careful.

Now you need to transfer the muffler to the Skunk, which Bormann asked you to do. It is necessary to wait half a day, and then return to the last one for a reward.

If you haven't forgotten, Sviblov contacted you. The CN leader will ask you to find a messenger in the Radar location. You will find the courier near the Ghost stalker.

After picking up the package, visit Sakharov (do not go to Sviblov yet, despite the goal in the magazine). Here it makes sense to use a teleport, which Kostya told you about earlier.

At the base of researchers, hand over the box to Sakharov and eat, since then you will have to sleep for more than a day. Next, talk to the scientist again, and then visit Sviblov to get a new device - the portal deactivator.

With a new gadget, run to Limansk, namely: bypass the construction site and go to the hospital in the north. Nearby you will find a detachment of the Cat and the leader himself. The guys will help you get to the hospital, at the end of which you will finally meet the mysterious Black Doctor.

Search for the mysterious stalker's swag

The main NPC of this series of quests is named Miner. You need to get to the Cave location, for which you need to take the task from the Bald at the Cordon base. The miner, when you receive the task, will give you an additional goal - to find the Book.

In a conversation with the miner, take the task of finding Fima Coal, as well as finding the guard's documents. Step into the Labyrinth, on the upper floors of which you will find both documents and the missing guy. When the job is done, as a reward you will get the opportunity to go to the Cave location.

Return to the Miner and give him the information, as well as Fim. Next, talk to the prodigal son to get information about the mysterious swag.

The guy will also advise you to talk to a man called Adrenaline and tell you about the hidden path from the Labyrinth to Amber. He will give you another clue to the secret path if you give him a bribe.

From the conversation with Adrenaline, you will receive a quest to find swag from the Labyrinth. After finding the thing at the specified point, read the documents with valuable information and deliver the item to the employer.

Tell Adrenaline about your meeting with the invulnerable Monolith. Next, you will be sent again to the Miner, who will advise you to join the Monolith (temporarily).

First you will need to visit Sidorovich to take the quest to find the Monolith necklace. On the way to the Labyrinth, bypass your comrades, as now they will consider you an enemy. Talk to the invulnerable Monolith, who will take you for his own and tell you the last part of the password from the bunker door.

By the way, you will have to deliver two artifacts to the immortal, otherwise he will not speak. Finally, once in the bunker, grab the swag and return to Sidorovich to hand over the necklace. Deliver the found swag to the Miner, after which the task will be completed.

Search for the mysterious stalker

The task will become available only after you complete the line for tracking down the killers of the Fang. Keep in mind that some chain objectives (this includes other quests) will not show up on your PDA. Carefully memorize NPC dialogues or take screenshots.

Take the swag and get to the top floor of the Labyrinth, from where you can go to a new location called the Uncharted Land. On the spot, talk to the Astrologer, who will inform you about the natives.

First of all, visit the Hermit to learn even more about the inhabitants of the location. After receiving the luggage with medicines, visit the Gynecologist and give them to him along with the swag.

Zhora-Anomaly, with whom you will have to talk, will ask you for batteries to unlock the second door (he opened the first one himself). Near the Cave, visit the Old Man to learn about the battery dungeon. He will also ask for a favor - find the watch you find along the way.

The Hermit will tell you about the Fire Cave dungeon, also mentioning its "inhabitants". There are two ways to get into the OP, but only near one you can stumble upon the Pilgrim.

The latter will agree to help you, but first you must deliver him a razor from his box. Now the Avengers own the box, so they will have to be dealt with.

Get ready for a small stealth task, during which you need to find the Pilgrim's thing and take all the swag from there. The quest will be interrupted if you allow yourself to be discovered at least once.

Give the razor to get the Watch. Give the clock to the petitioner to get a tip on new transitions. Visit the Pilgrim again, who will now give you batteries. Then the Hermit will contact you.

You will find out that Adrenaline wanted to chat with you. The latter will tell you about new information about the owner of the swag. Adrenaline will also need a detector, for which you will have to visit Vitya-Hologram.

Give the batteries to Zhora and at the same time talk to Vitok. The latter will need one artifact and two detectors. At the same time, Adrenaline will get in touch, who will tell you about the strange guys who asked about the swag. Visit the scientist at the base of researchers and buy detectors.

Having given Vitka what you need, go to the Cyclops. He will tell you about a cache with the necessary detectors - go to the Garbage location. Having obtained the detectors, use one for yourself, and transfer the other to Adrenaline.

When the gadget is delivered, you will learn about the mysterious guys who sniffed around here for the cache. One of them was the Stargazer, the other is unknown, although the equipment has seen everyone.

The Gynecologist will contact you, informing you that the box has been unlocked. It turns out that inside was the old map of the Chernobyl nuclear power plant. You will be asked to find information about the Perfusor. To learn more, visit the already familiar poet Cyclops. After that, go to a new point near the Labyrinth.

On the spot, you will stumble upon a barely breathing mercenary who will tell you about the flask for the Perfusor. Pick up the data carrier here. Pat up the wounded before leaving.

Give the Gynecologist the carrier. He will also mention the flasks and say that you will also need materials. A sniper can tell you about the latter, but it’s difficult to get close to him, since he shoots at everything that moves. Talk to the Cyclops again.

At the same time, the mysterious owner of the map will contact you, who will ask you to return the find, but will give the green light to create a copy.

Visit the Warehouses where the flasks are. Hand over what you found to the Gynecologist, who will now need a PSU and a chip from the Svoboda armor. Also hand over the map to have a copy made.

Get to the point with the crater to take the deactivator. After that, look into the cave with the anomalies "Frying", where the Pilgrim is located. The guy will help you get to the mercenaries and pick up the necessary components.

Now visit the leader of the Avengers in the NZ location. The guy will ask you for a modest favor - to kill Sidorovich and bring his head in the form of evidence.

Deliver all the resources found before to the Gynecologist, and then pick up a copy. The gynecologist will insist that the Avengers' service must be performed. Naturally, they can be fooled. To do this, look to Owl, who can make a scarecrow.

In order for Owl to help you, you must bring the body of the controller, one of whose brethren just finished off nearby. Next, the hunter will need chimera claws (ten pieces) and one hundred thousand rubles. When you deliver everything he needs, the head will be done.

Pass the stuffed Chimera, who still refuses to give you the materials. Here you will also learn about his detachment, which are preparing before going out in search of the daughter of a certain rich man.

In parallel with this, Cyclops will contact you, informing you about the cache. Visit the poet and go to the specified location. There you will find the materials that the Chimera refused to give.

Hand over everything found to the Gynecologist, after which the Perfusor will be completed. Then Fang will get in touch, asking for a meeting. Once again, Cyclops will help you with a hint - visit a place with a cache. This completes part of the chain.

To the message of the Fang

When you finally collect the Perfusor in the previous quests, you will receive a tip from Fang. The guy will contact you and offer to meet in the Fire Cave. Here, Fang will ask you to explore the Warlab zone, which can only be reached through the Radar.

Once in place, you will stumble upon an obstacle in the form of a door with a code. Help Shaku find his materials to get the required password. Next, you will get to the Military Lab, stumbling into a battle between fanatics and mercenaries.

You can wait out their battle so as not to be substituted once again. After Fang will contact you.

Now find the body of a man nicknamed Bonebreaker, which lies in the game room. Having picked up the documents, return to the employer, who is waiting for you at the former base of the debtors. Fang will give you a new goal - to become one of the mercenaries by helping them.

Before completing the next goal (Lukash's task), you need to work with him and complete several quests.

Complete the orders of Lukasz, as well as the Miser, as it is their tasks that will allow you to increase relations with the Freedom faction. Otherwise, during the quest, the faction may take up arms against you, and then everything will fail.

Lukash will tell you about the Signet and the Spider. Get to the point on the location and eliminate the target from which you can pick up the insignia. Now you can pass for a mercenary.

As before, when you pretended to be a Monolith, try not to catch the eye of any other factions, otherwise there will be a battle and, accordingly, a fall in relations.

Find Panther in the Military Lab and talk to her. You will need to find the transmitter, which will be in the bag (you can find at least three: in the elevator shaft, in the main room with green cabinets and under the stairs, which lies near the other stairs up).

When the deed is done, you will know that some authority wants to talk to you.

Demobilization will give you an order to capture a stuffed dog from Lukash's possessions. Next, talk to Panther, who will ask you to take the package from the courier, who is located on Cordon (you can use the scientist's teleport).

Here you must get to the bridge and stand at a certain point, after which the Panther will contact you, who will report the approach of the courier.

Report to the Panther on completion of the assignment. The man will ask you to retrieve the bag from Lukash's territory using the invisibility suit.

At the specified location, climb into the storage and take the desired item - the prototype equipment (do not put it on, otherwise it will break). Pick up the scarecrow on the top floor, then leave.

Deliver the discovered items to Dembel and Panther. After that, the leader of the mercenaries will want to talk to you. It will turn out that the confrontation with Le Havre is still just flowers, and the hottest battle will come only later.

The leader will send three companions to help you, who cannot be killed. Together with them you will clean out the mercenaries from the Military Laboratory.

Again, report to the two employers, and then go to the Bar. Fang will send you to Lukash to give him the insignia of the faction.

The chain continues, and now you must do a favor for Lukash - bring the Freedom squad to the indicated place. Then Panther will get in touch with you. If before that you did not clear the Radar location, then now is the time to kill all the opponents on the road to the laboratory.

Find out from Vitamin about the meeting point on the Radar. Talk to him on the spot and bring the detachment to the opening in the fence, after which you will talk to Vitamin again.

Inside the laboratory, Freedom itself will clean up all the mutants, while the employer will be waiting for you in the entertainment room. After talking with Vitamin, the teleport block will stop working. At the same moment, Cyclops will contact you.

Before leaving, visit the elevator shaft and use the stairs to get to the secret room of the laboratory where Lazy is sitting. It is he who will tell you about the leader of the researchers, Klenov, who has important information and can give you an assignment. After doing this, you will receive a quest to escort the Hologram to the laboratory.

Only now visit the Cyclops all in the same place to find out about the cache. Next, bring the Hologram to the agreed place, and then report to the employer.

Klenov will give another quest - get a couple of little things. Go to the Cave, where the local will give you a Poltergeist artifact. The peasant will hand over the quest item to you only when you meet the Doctor in the city of Pripyat, which consists in handing over the medallion. And the man will have to get the lanterns.

Bring everything you need to Klenov to receive Secret Passage Points as a reward. If this does not happen, go to the Red Forest and help the Shadowman squad. It will be necessary to complete two tasks - clear the transition and kill the mutants.

Now get to the Genka Captain, whose location is already marked on your map. The man will ask you to get the stolen bag. To do this, visit the Frost in the Swamps location to find out more information about the kidnapper.

Eventually you will find the thief in custody, so you will have to ransom him. After taking the bag, return to the employer.

After that, you will find out the coordinates with valuable information. Get to the bag while fighting your way through the hordes of mutants, and then return to the Fang. Once again, Fang will need your help to rescue Denis. When the deed is done, you will find out that the Stargazer wanted to talk to you.

New Fang quests in the Old Village

When Denis is released, tell Fang about the success and go to the Astrologer on Cordon. Next, you will have to visit Sidorovich, on the way to which Fang will get in touch with you and ask you to lend a helping hand to Pilgrim. Save visiting the huckster for later and head to the Old Village.

You will meet the pilgrim at the beginning of the location - the guy will be trapped. Soon a detachment of stalkers will reach you, who will deal with the trap. Their leader Kolmogor will ask you to kill the military at the supermarket.

Complete the assignment, and then go to the headquarters, which you need to win back. When this is done, Panther will contact you. Kolmogor wants you to explore the village.

After talking with the Pilgrim, explore the village, and then return to the employer. Kolmogor will ask you to find Panther and the transition point to Limansk. Visit the Swamps, where the Panther is located (look for the peninsula on the map and get to its southern point). Here you will also find the lair of controllers.

On the approach to the Panther, Fang will contact you, who will show you a new point - a secret path to the Old Village. After talking with the Panther, get to the Connoisseur, whose location is marked on the map. From him you will receive a quest to find the embryos of the dead and kill everyone who has settled in the village.

In the same place, by the way, you can find three caches: the first is located near the tablet, which says about the canister, the second is nearby in the water, the third is near the tree that grows near the table with benches.

Report to the Connoisseur on your success, then visit the Panther and bring her to the Connoisseur. After that, follow him to a certain place, then go to the secret path to the Old Village. It is on it that you will have to bring the Panther to Kolmogor.

During the journey, you will have to shoot back more than once or twice, so get ready for tough fights. Then Kolmogor will get in touch with a request to get to the second part of the village and kill the military there. Only now visit Kolmogor and tell about the completed task.

Next, Klenov will need your help. Talk to Pilgrim and return to the laboratory. At this stage, you have to complete the aforementioned chain with the Black Doctor, after which the task will resume. Klenov will ask you to find a psi-antenna.

The necessary item, if it is not displayed on your map, is located on the very machine on which the protagonist was taken to the Zone. Perebeyte all opponents and return to the employer. You just have to visit the Pilgrim to start a new chain.

Elusive Stargazer

After talking with Pilgrim, Fang will contact you and ask you to visit Chernobyl-1. On the spot you will find the Ghost - tell him about the task so that he escorts you to the point.

Once on the Generators, talk to your friend again, and then go in search of the Countryman, which is lower on the map.

Having found the Countryman, do him a favor - complete the quest or pay. The task is short, so it is better to choose the first option. You will have to pass the location in time, using the clues that the old man will give you (in the dialogue). After that, tell about the fallen turntable and go to Fritz. Fritz will let you talk to the prisoner.

When their conversation is over, ask more about the Boatswain, and then ask the Doctor to use the turntable. Take the helicopter to the Swamps.

On the spot, go to the destroyed viaduct with the railway, where the Boatswain will be waiting for you. He himself will be in a small cave, which can be reached through a crevice in the fence.

Then you need to talk with the Ghost, who will open a new path to Pripyat for you. Chat with Andersen to learn about the joystick. Having found the loss, return to the Boatswain. Next, the Boatswain will deal with the antennas, after which you will need to talk to him again.

Now visit the Ghost. You have to capture the base with two comrades, as well as air support. A battle of turntables will follow, and then you will be attacked by fanatics. The leader, when his guys fall, will try to escape - chase him through the tunnels.

You will eventually find Panther's body. Soon the Doctor will come to you - talk with him, then with the Ghost, and then go to the village.

The boatswain will be there, a glass of vodka on the table, DDT on the radio, and so on. After drinking, visit the Ghost, who will give you the password. Use the code to open the door to the lab.

A teleport blocker will be in place - get to the body and take the information. It's time to visit NZ. Find a hidden cave in which there will be a person.

You should not go down there - you need to return to the Fang and get into the cave with him. Mukha will be a mysterious person. After that, exchange words with Fang again; followed by a sudden meeting with the Panther.

Escort the Fly to the Hermit. When the deed is done, leave the area, but then, as soon as the Fang contacts you, go back. The fly will ask you to find her doll and a photo.

After talking with Fang, visit Klenov's laboratory to pick up the necessary things, and only then go in search of the doll. You will find the toy in the Radar location, in one of the houses where a cache was previously discovered on a tip from the Cyclops.

After talking with Fang, go to Voronin, and then to the Bartender. Next, you need to visit Chernobyl-2 and examine the broken turntable. To get to the crash site, you will have to use the fanatic teleporter.

Report your progress on the walkie-talkie, and then continue looking for other turntables.

You will find the second car in the lowland, which is in the same location. The location of the third helicopter is indicated right here, in the tips (you will need to use the teleport). After that, visit Mukha, give everything you found and advance to the mainland, where the warriors left you a gift.

Next, Fang will get in touch - run towards the swamp, where the body of the Fly will be. Her partner survived, so patch him up. Now visit the cave where the Fly was found again, and then go to the Generators location.

On the spot, talk to Andersen, who will ask you to get all the generators. After the conversation, go to the indicated point and kill all the fanatics. Soon you will come across a Panther.

At Chernobyl-2, Fang will send you to a point with new detachments of fanatics - kill them, and then run back. On the spot you will see the fall of the turntable, the explosion of which will take your comrade with it.

Next, visit the hospital to talk to the Black Doctor. Now you will open a new branch of the building. Talk to all the characters and choose one of the options, which will affect the further story.

For a full-fledged finale, in a conversation with the Doctor, you will have to choose the option of making the Stone of Fortune yourself. To make the claim, throw the Poltergeist Heart into the outlined circle.

Thus, you will receive art, with the help of which it will be possible to bring the Fly back to life. When it's done, visit Panther in the hospital. After that, you will be able to get into the previously closed area on the Agroprom, where your comrades are located.

After that, Arkhara will look at the light. When he leaves, go to the gate and talk to the new NPC, who will point you to the next targets. Use the teleport and once again talk to Arkhara, who has prepared a gift for you.

Other endings are not much different from the full one, but because of them you will not be able to advance further in the story.

Quests Lightning and the search for the Dead City

After talking with Fang, use teleportation. You will find yourself in an unknown place with another portal - go inside. Here you will be met by a certain Lightning, after which you will find out that there is a bug on your PDA. Defeat the "spies" and go to the Bunker to meet Lightning in person (grab a first aid kit).

Then head towards Limansk, where you need to find a building with a portal. Inside you will find the body of the Wanderer - pick up the document and use the new portal, and then another one to be free. Here you will meet the Legend of the Zone, and then Semetsky will inform you about a short way to the Generators.

The ghost will advise you to find a man nicknamed One-Legged Maximilian. After the conversation, get to the Sarcophagus, where there is a new portal. Use the photo gun to shoot the activities of the fanatics, and then return back using the portal.

In the village, after correspondence with the Ghost, visit the Pilgrim, who will look at the pictures you have taken with pleasure. At your request, he will remove the interfering numbers (you will have to wait), after which you can go to the Generators location.

When Oneleg gets the pictures, he will give you an upgraded detector. After talking, grab the disguised exoskeleton and head towards the X-10 laboratory.

When Korn unlocks the entrance, show yourself. At the same time, the battle will begin, and you will have to protect Korn from the Invisibles. After the battle, talk to him and take the camera. Then advance to Pripyat.

In the city, explore the garden where Korn left the cache. There you will find the required quests. After that, go to the Radar location and look for Korn and Fang there, who need to be brought to the garden.

If you picked the lens yourself, then Korn himself will have to deal with the safe. When he unlocks it, talk to Fang, and then once more after the fight is over.

Talk to Klenov in the military lab to get camera batteries. After that, you will need to visit the X-16 laboratory and remove the Brain (you can also find and remove the controller there).

The next goal is the Plant, where you need to talk with Chernomor. Get him a cure for the zombie virus and escort him to the base of stalkers. For help, the uncle will show you the coordinates of a good rifle with ammunition. Only now return to Klenov and provide all the pictures.

Visit Lightning and after the conversation, dispose of all isomorphs by throwing them into the portal. Then the Panther will contact you, and Lightning will open a portal to the Cordon location for you. Here you will find Hog, who will need your help. Reward - Cache of Invisibles.

Cordon directly. Here another correspondence with Panther will follow, and then a full-fledged meeting with her father. After that, you need to try to catch up with the Panther.

Visit Yantar to chat with Chernomor. In the Cordon location, visit the point and photograph a group of people to find the main enemy, and then hand him over to Panther's father.

Use the Disguised Exoskeleton to explore the Uncharted Land. There you will stumble upon a conversation between mysterious individuals, one of whom calls himself a representative of the Last Day. When they disperse, get to Oneleg and learn about a new cache.

After exploring the cache, visit Sakharov and hand him everything you found to find out about the new portal in the laboratory. Using it, collect the documents and follow all the sequence of actions indicated in them. Again conversations.

Another visit to the Lightning, and then the final farewell. You will only have to visit Limansk and use the last portal, after which the video that ends this storyline will follow.

Dead City and Last Day

Use the portal on the lower floors of the building in the city of Limansk, where you stayed at the end of the previous campaign. Alas, the portal will not let you through with equipment, so the guns will have to be left in the container.

On the other side, you will find Spiteful, who will tell you about the whereabouts of a certain stalker. The perfumer will give you a new clue. Ultimately, you will reach the village and Tyumenskoye, which will send you to the base of the gopniks. This is where the stalkers will be.

Together with the stalkers, having previously talked with the Liquidator, attack the base. When the job is done, escort their squad to safety.

At Tyumensky, report on the completion of the task, and then go towards the Black Farm, where the controller was last seen. On the spot, you will stumble upon soldiers from the Last Day faction - kill them or simply avoid the battle.

Visit Norman when he contacts you. After the conversation, advance to Fainting, who assigned you a meeting point near the bandit base. Here, Norman will offer you to find a cache.

From a conversation with Fainting, you will learn about a chip that allows you to turn off the city's perimeter defense. Moreover, he will give you such a chip.

Get to the indicated point near the city and kill all the soldiers " last day". Remember that here you need to act quickly, as the task is limited in time.

From the picture, find the cache in the attic of the building. Immediately take a sniper position and wait: a group will arrive soon, which will need to be eliminated (bang their leader without fail).

After that, you will contact the employers and learn about the new path to the ATP location. On the spot, kill all the opponents and visit the cache site, which Norman will inform you about.

Using the positioner, visit the marked place and use the portal that will lead you to the cache. You got the module, as well as the coordinates of the new paths in the MG.

On the way to Limansk, look into the safe and collect valuables. In the Dead City, visit the Perfumer, who will be in a different place from the original place (you need to wait until he gets to him).

After communication between Duda and the Perfumer, exchange information with the latter, and then visit the former. In place, Duda will require you to pay a significant amount of money, which will give you the necessary amount of time to search for the Doctor. If you refuse to issue funds, then the time will be severely limited.

As for the battle with the Last Day soldiers, one way or another, it will follow. The Doc itself is located in the corridor to the right of Duda, in the last room that you will find on the left side.

After talking with Doc, send him to the Perfumer. Next, you will find out that the protective system is deactivated. Here Lightning will contact you - you need to visit her and chat. You just have to get to the base, pick up the news from the Spark and talk to the Perfumer.

Video: secrets of Narodnaya Solyanka OP-2.1


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