S.T.A.L.K.E.R. Reborn - Doppelganger
With Google Translation
Storyline Walkthrough
This walkthrough is based on S.T.A.L.K.E.R. Reborn - Doppelganger Time Gap version 7.63 with default setup (at installation) at Suitsidnik level. There are several optional tasks that, in many cases, are impossible to complete. I make mention of these, as well as some you can complete if you want, but skipping them has no impact on the results.
I took the time to re-translate important dialogs because they are so unclear and I'm never sure I'm getting the information I need (you're welcome). I didn't change anything from the Google Translate for fear of omitting or changing information. This mod is hard enough without wrong assumptions. However, I think my translations make it a lot easier to fill in the gaps.
I also want to mention that this mod often uses alternate proper nouns, such as Military Warehouses verses Military warehouses. For example, Scar is Revived in the dialogs. For locations, I use the Load Game menu descriptions. Still, it might get confusing between Red Forest (where Forester lives) and Red forest (where you enter X-10 and is also referred to as Radar). There doesn't seem to be much consistency in clan names, so I've tried to clarify, even though most veteran Stalkers can probably figure it out on their own.
Last Revision: August 2026
kwag3.myers@gmail.com
Tips∨
- Fly Camera — Press Esc to return to the menu, then F. This returns you to the game. Use forward (W) to elevate, then look down to move forward.
- Bloodsuckers — The trick to killing Bloodsuckers is to wait until they are about to strike, and then blast them in the face with a shotgun. However, they have to stop before they strike and if you keep moving backwards, it's fairly easy to get rid of them. Timing is everything, and you should save before taking one on. When there's more than one, try to get them separated.
- Pseudogiants — The only way it seems to kill them is with an exploding red barrel or Lightning artifact. F1 and VOG-25 grenades work, but you need at least two good hits.
- Possible bug — NPCs often appear on the map, but no one is present at that location. Try reloading the last save, and if that doesn't work, reboot the game.
- Possible bug — Driving a vehicle through a transition from one map to another prevents the map from loading. It seems you have to go on foot.
- You may notice your health declining for no apparent reason. This may be due to not eating. Try eating or some vodka to see if that helps. One Tourist's Breakfast usually holds for about 24 hours.
- Vehicle engines start with the letter O key (same as detector) and not the keypad zero.
- To launch the drone while in-game, press Esc and then access (F). Press forward (W) to climb and fire (left mouse) to fly forward.
- There are times when it seems this walkthrough follows a strange sequence, but trust me, I've run into several occasions where, by not following a certain sequence of events, things didn't work as expected and I had to roll back to a previous save, even starting over.
- At some point, you can take an optional task that requires 3 million rubles, 10 Controller hands, and three Bloodsucker eyes. Keep that in mind as you build your bank account and collect mutant parts.
- If you zoom the map out, you see the following labels: Zone (top-left), Borderland (center), Northern Forests (top-right), Shaky (right side), Stalkers (bottom-left), Monolith Zone (left side).
- The white cases with spare parts simply add 5 kg to your backpack and I have yet to find anyone to take the ones that I find, maybe one or two at the most. My suggestion is to leave them.
- Placing a backpack is permanent, i.e., you can't pick them back up when they are empty. Most of the maps you frequently visit have at least one place to stash your loot. For example: The Flea Market in Garbage and Bloodsucker Village or Freedom Base in Military Warehouses. The only exception is the stash box in the Jupiter Mobile Lab. I've had things go missing from this one. Sakharov sells backpacks for 500 RUs.
- You can use vodka in the absence of medkits and bandages to stop bleeding and increase health.
- In addition to a weight limit, your backpack/inventory is also limited to the number of items. About 1000, but I've not tested it completely. When you are collecting smaller items, you may notice they suddenly start falling to the ground and you get a message telling you there's no more room in your backpack.
- Faction Commander 2.5 Er Edition — This mod is very handy for speeding up time when you have to wait for a certain hour. For example, there are times when you can't proceed until 24:00. To use the mod, press Esc then F2 and go to Options. Accelerate Time either by 100 or 1000 until you reach the desired time, then slow it back down again.
- Preferred weapons:
- Assault Rifle — Both the AKM-74/2 or AC-96/2 seem to be the most accurate and highest damage. Plus, there's plenty of ammo. Add a VOG-25 grenade launcher for Pseudogiants. Also, plenty of ammo.
- Shotgun —You pick up the Monstrodav early in the game and is a great secondary weapon for mutants and close range combat.
- Gravity Gun — Forester gives you this for closing the gate in Red Forest and kills most mutants with one shot.
- Sniper Rifle — The Barrett M82A1 is hard to come by, and ammo is scarce. However, it's the only rifle that I've found to take out a helicopter, as well as a motion-sensor machine gun at a distance. Hit the tripod once or twice and it blows up. You can do the same with a shotgun, but you must stand closer and risk taking damage when it blows.
- At some point in the game, you will need an automatic weapon with a high-capacity magazine. Be sure to collect 200 rounds of ammo for your favorite.
Bunker Radar∨
The game starts by talking with Zarka that goes something like this:
Conversation
- Zarka: Oh-oh!! Did it really work!?
- Revived: Nnn.. Holy shit!! What was that??? Thanks for pulling me out, but... where are we?
- Zarka: That's exactly what I'm trying to figure out right now... Did you see the unusual anomaly the 3rd Death Artifact created? It's hard to immediately figure out where it sent us, but I have a feeling the sentries will now spend a ton of time combing through all the "loops" and finding you.
- Revived: Do you think they won't give up looking for me?
- Zarka: And they don't have higher priorities, so don't worry, sooner or later...
- Revived: Holy shit!! .. Stop! What do you mean "all realities"... are you saying that the Zone isn't just one?
- Zarka: There are as many "zones" as there are realities created by the actions of the people within them. We also call them "loops."
- Revived: Zarka, you're scaring me... In other words... are you saying that wishes actually come true in the Zone?
I always thought those were just legends made up by lunatics... and there are plenty of lunatics on the mainland, let alone in the Zone.
Zero already told me something about a "dummy" Wish Granter, but I didn't have time to really think about it; I had other things to think about in the Overpass. - Zarka: Of course, those who settled here first were the first to realize that wishes come true in the Zone.
And to distract Stalkers from their own affairs and experiments, they installed a dummy wish-granting device in the sarcophagus.
It's essentially a psi-generator, of which there are many in the Zone, but those who get near it simply go nuts due to the intensity of the radiation.
And as for wish-granting... Tell me, Reborn, has anyone here formulated for themselves the simple fact that the Earth's information field is the field in which the wishes generated by people accumulate? They have nowhere else to "live." But they exist.
A thought is material if there is a desire behind it. Wishes come true. Read fairy tales!) - Revived: ..
- Zarka: What I was thinking about, I'll put it even more simply: the Zone, according to our version, is a breach of the field of human desires into the physical plane of existence.
When you pulled this stunt here, those in the know in all the "loops" went crazy trying to stop it.
But how do you stop, for example, the eruption of Vesuvius? After all, it happened. And that's how history turned out.
So it is with your Zone. It's a unique phenomenon of planetary scale. And many forces have only one wish —that the Zone's territory not expand. And, of course, control over what's happening. - Revived: .. You're boring, Zarka!)) A woman shouldn't know so much!
- Zarka: Do you know why I'm helping you? We, the organization "Leave Unavenged," believe that only "your" Zone, the very one that led you to the possession of the three Great Artifacts, can end this catastrophic breach into the reality of various informational and energetic planes of existence.
- Revived: [Scar was in a kind of stupor from the information Zarka had given him, like Strelok at the Station] ... ... ... ... mmm, as one movie character says, Scar finally blurted out: "Well, you're amazing," madam! (Or rather, not amazing, but... [here Zarka interrupted his train of thought again])
- Zarka: Well, that's it, goodbye, bye-bye, and all that! - I need to get out of here quickly so you don't get detected because of me.
I have too much information on me, and I'm showing up very brightly on the data field scanners.
Try to figure out where you've ended up. We'll be looking for you too. And remember what Z'ona asked you to do... My "IDFIELD SCANNER" will be assisting you in this mission. Just don't try to figure out how it works. That knowledge isn't yet available in your loop. - Revived: "We'll be looking for you too..." What nonsense? Scar began to protest, but Zarki was already gone.
NO WAY... the Reborn muttered under his breath for the hundredth time, without even noticing, and finally realized that he was completely alone, in a completely unknown place, but... alive! ALIVE, damn it!!!
After she vanishes, you spawn in what looks like Monolith Control. Exit the room and turn right (south), and then left and try to open the door. You get a message: Find the access code for the doors on the third underground level. Go back and turn south again. Continue to the room on the right with a backpack on the floor. Collect the health pack and continue south to find ammo in the next room. Go back north to the first hallway on the right, which is blocked by boxes. Use the rooms on the right to get around the boxes and find Smartphone 1 with the door code and an AS VAL.
Go back to the locked door and target above the keypad to get the prompt. Enter the code and open the door. Lure the Pseudogiant back to the north/south hallway and go south past the red drum. As the Pseudogiant nears the drum, shoot it to blow it up. With the mutant down, return to the door and enter. You get a message to turn the gas off. Return to the room where you found Smartphone 1. You can now open the door.
As you go up the stairs, you encounter Snorks with PKMs. There is plenty of ammo for the PKM, so I recommend switching to it. Only pick up what you need as there is no need to keep anything extra. Fight your way to the next level. Go left (north) into the room with the large freight elevator. The large doorway on the north wall is blocked by an anomaly, so go left and then right. Now you're in X-10. Continue to where you shut off the Brain Scorcher, only this is to turn off the gas. When you get to the room with a catwalk and anomalies, either use the catwalk to get past them, or start from the southwest door post (near the catwalk stairs), and go in a northeast direction to the pillar next to the tank. Use the doorway on the right (south) to continue. When you get to the switch, you may need to switch it twice to turn it off.
Return to the gas-filled room on the lowest level that is now safe to enter. Go through the first locked door you encountered (with the Pseudogiant) and find Smartphone 3. Continue east until you get the message: Enter the activation code artificial teleport at the doorway with the door off its hinges. Use the keypad on the left to enter the Smartphone 3 code and continue down the passage. This triggers a conversation with Awareness:
Conversation
- "Awareness": Hmm... Well, that's unexpected! Who exactly are you? And how exactly did you get here? Please answer clearly and truthfully; in your position, it's in your best interest.
- Revived: I don't remember who! I don't remember how it happened either! [Scar blurted out the first thing that came to mind.]
- "Awareness": This way we can't reach an agreement. Should we liquidate you?
- Revived: [damn, I'm in trouble, flashed through the mind of the Reborn] - Listen, as they said in films about the civil war, you can always shoot me, but if you finish now, you'll never know how I ended up here.
- "Awareness": ...hmm, well, there's some truth to what you're saying. So what should I do with you?
- Revived: Maybe... hmmm, maybe I'm good for something too? [Scar decided to continue the theme from the movies that had worked]
- "Awareness": What do you mean, "and I"? The phrase is illogical. Maybe you really don't understand where you are and what's going on? [The unknown interlocutor paused for a moment, lost in thought.]
- Revived: Hey, haven't you forgotten about me yet? Why can't I move?
- "Awareness": This is the result of the gas that, apparently, you released here yourself. Incidentally, you also activated the teleporter here, which I decided to use. We haven't been able to get here for a long time since the disaster.
- Revived: Am I going to kick the bucket here from this gas? [Scar said, feeling his consciousness growing cloudy]
- "Awareness": [Ignoring the mercenary's question, the stranger spoke as if doubting the correctness of his decision] - You look like an experienced Stalker. Even if you're lying to me, I don't think it matters that much, but I decided I could offer you one task that you, apparently a long-time resident of the Zone, would be sure to handle.
- Revived: Are you sure? .. Are you sure that in my position someone would refuse?
- "Awareness": Even though you're under the influence, you still think rationally. Let me tell you. You bring me documents that, by... [the unknown man hesitated], so to speak, were mistakenly lost from an active laboratory. Without going into details: a detachment of our loyal fighters was treacherously tasked with delivering some top-secret documents to a merchant based in the place you call Cordon.
- Revived: And what?
- "Awareness": The traitor to our cause has received the punishment he deserved, and the unit, according to our information, was almost entirely destroyed. The mission is to find the fallen Monolith fighters within the zone and retrieve the documents from their backpacks. And bring them to me here.
- Revived: What guarantee do you have that I'll return? Especially to such a blessed place as this?
- "Awareness": And I'll stash those artifacts you're carrying around here. As far as I know, Stalkers have a special awe for these formations. Despite their complete lack of understanding of their nature [the stranger added with poorly concealed contempt]
- Revived: "Well, this method of concluding contracts is nothing new to me," Scar muttered. "I agree. But on the condition that you answer my questions upon my return."
- "Awareness": I'm setting the terms here. Bring me the missing documents, and then we'll decide what to do with your questions.
- Revived: Okay, I agree. What's next?
- "Awareness": What's next? I'll leave you to take care of my business. You'll soon be "released" and able to leave this abandoned laboratory through the teleporter you activated.
- Revived: And that's it? What about the equipment, the aiming, the information?
- "Awareness": Everything you've collected here will be taken by the null-transition. I'll take the artifacts. You'll collect the equipment and weapons yourself; you're an experienced Stalker. I can only offer free advice. They're constantly trying to explore the Zone from the air. And you can collect some good... what do you call "swag" from crashed helicopters.
- Revived: "Okay," Scar agreed. [But he thought, "Why can't he provide the equipment himself? Who is he and whose interests is he acting in now? What kind of null-transition is this? Okay, I'll figure it all out later!"]
He leaves to go put your stuff in the backpack where you found the medkit. This is where you will find him later in the game. You won't be able to move until you get this message:
"The doors on the third level are locked. Now the only way to get into the laboratory is through another entrance."
Also, you may be facing west and need to turn around. Now step through the teleport and spawn in Goblin Region with only the smartphones. If you get a message about the teleport not sprouting yet, try again.
Goblin Region∨
You spawn in the Goblin Region with the task: To locate the deceased members of the Monolith group who were carrying materials for the "PSI-FIST" project. Leave the building and go down the road. Move around the fence and go southwest to where four roads make a rectangle. Find a wagon with a grenade in it under a small tree along the north road near where it meets the east road. Continue southwest toward the large hill with a Pseudogiant (that's harmless) and someone standing on the side of the hill. As you approach him, you get an on-screen update from Awareness and a message from Fake asking, "What brings you here?". This is Fake, who is "walking his dog". Talk to him:
Conversation
- Fake: Greetings to the living soul!
- Revived: Are you sunbathing?
- Fake: I'm walking my dog. I have nowhere else to go. The neighbors are arguing.
- Revived: .. Ah-ah! What a "dog". I'll bet the neighbors won't be so quick to scold her!) And could you tell me how to get to the library... I mean, how to get anywhere from here?
- Fake: Come on, use the informal "you" approach, otherwise it feels like you're being screwed over with such politeness!)
- Revived: On a first-name basis, so what kind of place is this? This is my first time here. And how do I get out of here?
- Fake: Well, what a place! Tree trunks in the air, animals wandering through the air... it's a challenging place, to say the least. That's why it's called "The Forest Land."
- Revived: "Godforsaken land," you say? That doesn't make me happy at all. They'd probably tear me apart here in no time. Right?
- Fake: In the Zone, anyone can be torn apart!.. But don't put yourself in their place. Remember, there should always be a bullet between you and anyone who wants to eat you.
- Revived: The advice is good, of course. All that's left is to get some bullets. That's what's really bothering me right now.
- Fake: Just search around the abandoned villages, the broken equipment, the little houses, and you'll find something. There's a lot of junk scattered around the Zone. Even in such a place like this.
- Revived: Listen, I see "you're in the wrong place" and... you figure out what's what. How do you get out of here if something happens?
- Fake: The Passage hasn't fully developed yet. Bringing one object closer might help it... I'll tell you right now. So! Find the Stalker across the river who died on the barbed wire. He has a smartphone. Take that smartphone to the Passage and help it develop. Got it?
- Revived: Your ways are wondrous, Lord, I want to say, after listening to you! Tell this poor thing what it means "the transition hasn't sprouted," and "help it sprout"... I'm honestly starting to lose my mind from all this information.
- Fake: Hmm... And you, it seems, are a Stalker from afar. Well, are you aware that in the Zone, ordinary reality and the Earth's psi-field are confused?
- Revived: In the courses... they already told me something about the universal information field. So why are you slinking around here in a coat, disguising yourself? It's immediately obvious from the first words that you're a professor in disguise, not a simple man. Huh?
- Fake: Crash! [the stranger retorted] Good. You'll understand. The Zone, then, is a huge conglomerate, a mix, if you will, of spaces and psi-fields. So, through this mess, for reasons unknown to anyone, you can get from one place to another through spatial anomalies that grow from one place to another without any system that people can understand. So, here I am, not just watching my beard grow, which is incredibly facilitated by the local atmosphere, but rather, uh... listening, basically, to how these convolutions in the Zone's brain are growing, so to speak.
- Revived: If I hadn't been tramping the Zone for three years, I'd think you'd lost your mind! So, about "growing up," keep going!
- Fake: I'll continue. No one here knows how or why these transitions occur, but they've been noticed to be connected to certain events, objects, or people. My hunch is that the Transition brewing here needs the smartphone of that Stalker hanging on the barbed wire to break through into this reality. What the hell? What's that?! The local Stalkers have also noticed something else entirely: the Transition has a cool-down period after use, as Stalkers call it. But in my humble opinion, it actually recharges its batteries for the next transition. Wow!
- Revived: !? Yeah... holy shit! I've actually seen crossings that weren't working for a while. But no one ever thought about why that was the case. We walked when we could, and when we couldn't, we didn't... Yeah... Oh well! Thanks for the info, man with a gun! I'll be off. And are you going to keep walking your "bug" around here?
- Fake: Who knows, who knows.
- Revived: Well, see you then?
- Fake: Who knows, who knows... Stalker. I'll tell you not to come back when you remember what you forgot to ask - The Transition is brewing in the distant ruins beyond the River.
This gives you the Find and record all the transitions in the altered Zone into the info-scanner task. Continue southwest toward the small pond at the west edge of the map to find a small village. In the village's farthest-west building is a blue case with swag (there's also an empty case in another house). Pick up the case, open your inventory, and double-click the case to open it. Most important are the artifacts that you'll need later, so don't waste them. A shed to the west has some small arms ammo and anti-rad drugs. Now head southeast toward the bridge.
Take the road south over the bridge and then to a complex, but don't past the two-track road going west or you'll trigger psi-holograms that kill you instantly. Instead, go east to the high-tension wires. Follow the wires south to the wall, and then go left along the wall to a break. Go south through the break and past the fence posts running parallel to the wall, then go west to find the Stalker with a smartphone next to him. The The deceased's smartphone was found on the barbed wire says:
\\files\REKA_info.txt\\ The passage should open in the ruins, here by the River. \\ Skinny has been buzzing in my ear about how he, being the cleverest, has his own stash in every "loop." But as far as I'm concerned, he's an idiot! It's better to go with guides.
Continue west, follow the wall until it ends, and take the two-track road west to the ruins. There's no point going back to Fake as there is no dialog to complete the task. Go through the teleport and spawn in the Garbage. This cancels the task you got from Fake and he sends you a message:
Keep this in mind during the setup! When you resume work, then come back.
It's about this time that you have a thought:
The dead Monolith members, the dead Monolith members... Yes, yes... I need to remember where I saw them dead with their backpacks during the chase after Strelok. Damn it!
Garbage∨
You can sprint through the Whirligig anomaly field and get a message about earning money at the Flea Market, so go there. As you interact with the NPCs, some common dialogs are available. Here are the in-game and matching Google translations that may be unclear. Some are put together from individual phrases:
- Tell me, good man, on the areas attractions while our sights monsters sniffing. — Tell me, good man, about the sights of the Zone, while the monsters sniff around our sights.
- Well, where are you, a patriot Susanin, I was ready to start? .. I mean, take? — So where are you, patriot Susanin, ready to take me? ...I mean, take me?
- Hello hiring! Here everything is quiet it was. But, you see, not for long, since such people were drew — Hello, recruits! Everything's been quiet here for now. But it looks like it won't last long, since these guys have shown up.
- Well hello! Walk? I heard the latest shnyaga? In the worst monster of the Zone? .. Able to speak, at will accelerate and slow down time! Looks - like a regular Stalker, mind you .. So this hour did not you? .. Ha ha !!!))) — Well, hello! Out for a walk? Heard the latest crap? About the Zone's most terrifying monster? They say he can speed up and slow down time at will! Looks like a regular Stalker, mind you. So that's not you by any chance? Ha-ha!!!)))
- Something in my hands with the blood had dried .. shutyu! I have something in mind? Like, shoot? For example. — My hands are dry from the blood... Just kidding! Do you have anything in mind? Like, shooting? For example. (See Squad Leader Tasks)
- For some trunks you special? — What kind of guns are you an expert on?
- Well, Che, like you, poor fellow? — Well, how are you, poor thing?
- The coffin lay beautiful — They put something more beautiful in the coffin.
- (When asking) Are there any leads on swag?: And in what I get up this beauty in the global equivalent of injustice? ..? .. How much will cost, I say. — And how much will this beauty cost me in the global equivalent of injustice? ..?.. How much will it cost, I say.
Trader dialogs:
- Trader: Huh? What? Puff... Puff... Whoa! Puff... Hello to the most famous mercenary in the Zone!
- Revived: Come on, otherwise I'll blush right now!) This celebrity is already driving me crazy!
- Trader: So, you're interested in art?
- Revived: Yes, you advise me which ones are better to take.
- Trader: The most essential ones are for reducing blood loss from wounds, restoring health, and increasing endurance if you like to carry a lot of loot. Here, choose from what you brought back from the last raid. Your armor is pretty good; I hope the technicians have already figured out how to drill another hole for the artillery.
- Revived: Yes, maybe you can recommend some armor?
- Trader: Yes, yes... greetings to the plovers!.. Artifacts, artifacts... I'm interested in them, my dear ones, where would we be without them now?
- Revived: By the way, can you tell me anything about the armored vehicles?
- Trader: Yeah, easy. The best armor, in my opinion, is the SEVA suit. It also has a fifth slot for artifacts, and you'll have a whole bunch of 'em. Why is it the best? And it has a fucking awesome night vision device built in. And what's so fucking awesome about a night vision device? You know the "Burning Fuzz" anomaly? Everyone knows it! Well, it's now adapted to jamming the visual center of Stalkers right in the brain. People are freaking out, like, "What? How do we fight this new scourge?" They wouldn't have figured it out if one guy hadn't gone smashing through the Red Forest at night. Yeah. "He says he's crazy, I'm not afraid of anyone. He walked the whole forest—well, about five meters—and back, and then he remembered he was walking with his night vision on and Fuzz hadn't turned it off." That's how another piece of folk wisdom was born while drunk! There you go. You can buy a jumpsuit if you can save up the cash, at Yantar near Sahar. Exotics are, of course, unrivaled; you can carry up to 100 extra kilos with them, but where can you find them? You can't even get a regular one anymore, let alone dream of a Svobodovsky or Monolithovsky... it's a real mess with Exotics! Unless someone tries their luck in Limansk.
Cardan is there, but he never offers to fix anything. According to the Trader by the stash box, the best swag is after dark. What he really means is, after 24:00 the Trader on the ground has some items. Until then, he tells you to come back later. Take the first Squad Leader Tasks, but wait until you have a weapon before getting the item.
Find Beard (Hunter) at the south end of the top level for the next two smartphones (note that Mower, Kosar, and Kosarev are the same person):
Conversation
- Beard (Hunter): Back off, man, I'm sick of you already! What the hell is this, multiple drops in a row?! Zero loot: all the artifacts have already been scooped up from the Stalker-controlled zone. And those who collected or bought them have long since disappeared. Either they were killed, or the monsters devoured them, or they fled the Zone with the loot, and now there's nothing left.
And after that idiotic clan war that the debtors and stoners started, there was no real Stalker loot: you know, anti-rads, normal food, ammo, armor, there's nothing left!
And now you can't even find anyone who'd quickly run off for artifacts or armor to do something... ["Something like that," the Stalker concluded his dreary speech, hinting at something.] - Revived: Maybe I'm good for something?
- Beard (Hunter): You? Who the hell knows if I can trust you. Although... I don't really have much of a choice anyway. Basically, listen up. After the last path-road emission in the Zone, everything changed. Stalkers are now looking for new trails and noting where the old ones disappeared. The Stalker Mower was supposed to bring me some info about the Dump. He was supposed to, but he didn't. I only managed to pinpoint the spot where he last showed up and said a few words. Be careful there, Mower said you'll definitely need anti-rad. And there's a gravity anomaly there, my legs are paralyzed. Wow! Find his gadget and come here, I'll give you one of my radiation-protective artifacts if you don't let me down.
- Revived: About Mower (you may need to ask several times to get the following response).
- Beard (Hunter): Yeah, look at the situation: Mower—one of our fellow diggers—was supposed to bring us a smartphone with new data on the crossings, but he disappeared somewhere.
After his last contact, there was nothing, and I need that damn thing right now! We're planning to head to the Forest of Oblivion; the guys have already left, but they're taking a roundabout route, and we were waiting for Mower to tell us; maybe there's a direct path to that forest now. Maybe you could bring me that smartphone? - Revived: And where can I find this Mower?
- Beard (Hunter): Where to find him? Who the hell knows. He's not in touch. I don't want to think about the bad stuff. He was in touch far to the south of the dump, on the path to the Fairy Forest—he was the first one there, by the way. He told me some wonderful stories. What a lucky man. But then, it seems, his luck ran out. I'll save that path in your smartphone now. Got it all memorized?
- Revived: I remember. Your groans. The Zone is the Zone. Whoever comes here knows what they're getting into.
- Beard (Hunter): Here it is.
- Revived: I'm on my way.
This gives you the Find a gadget with new data on transfers task. Go to the spot marked on the east side of the map to find another transition and backpack with Kosarev's Smartphone. The Autoscanner says, It is found in the alleged absence of a transition point, the task is canceled, and replaced by Search for Kosarev's backpack. A Lift anomaly makes this tricky because you can't maneuver and some mutants spawn to add to the fun, so a Quick Save here is recommended. You must search the backpack as you slide down the hill. Be sure to loot the dead Stalker for more weapons. The smartphone reads:
{voice recorder}[track 0302^ ...an interesting little thing... okay, let's listen to how it records... oh! ...CRACK... AAAAA!!! ...wait, little soldier...][track 0301^ ...to hell with it all!... Time Crossroads are everywhere... then what the hell??? !!! I'm leaving the Zone... you can stay here yourselves... if you haven't understood yet... it's all a scam... gadgets, artifacts, monsters, first-aid kits, clans... utter nonsense... an illusion...] \n TEXT_COORD_GARBAGE.rar [encrypted data on transition coordinates]
You should have a weapon now and can retrieve the squad leader item. There may be some armed Zombies in the area that you can hit with a Lightning artifact to get better weapons and items to sell. Take the smartphone back to Beard (Hunter) and get the next task, along with another squad leader task:
Conversation
- Beard (Hunter): You have a gadget, right?
- Revived: Yeah. Here you go.
- Beard (Hunter): Dude, you know how you help me out! Here are the coordinates for my brother's friend's smartphone. It's nearby. But I have to warn you, there's a gang of marauders hanging around there, so be careful! If you find the gadget, come back to me.
- Revived: There are disappointments in life.
- Beard (Hunter): Wait, wait! Do not hurry, I've got more for you job. What do you say?
- Revived: It depends on what needs to be done.
- Beard (Hunter): It's a risky business... I have a brother in the Zone, a twin brother, we're the same person, as they say. I need to find him. How are you?
- Revived: Find your twin brother? I hope you realize that without a lead, this is a dead end. The Zone is big. So tell me how to search. [Hmm... I wonder if he's talking about his brother? Maybe he's looking for his "double"?... Wants to kill him?]
- Beard (Hunter): Dude, you know how you help me out! Here are the coordinates for my brother's friend's smartphone. It's nearby. But I have to warn you, there's a gang of marauders hanging around there, so be careful! If you find the gadget, come back to me.
- Revived: Marauders? They are well armed?
- Beard (Hunter): What are you saying? The bandits, the clan as a whole, were practically wiped out, and what's left are just looting and attacking newcomers. They're nothing serious anymore. Some hired gun killed them right here at the Dump, they say. True, no one saw the bodies, but then again, we have monsters here instead of gravediggers.
The remaining dialog options don't add any information. This gives you the Check the gadget's signal. task. Get the next squad leader item and then go north of the northwest heap. Kill the Marauder with the smartphone and return to Beard (Hunter). Beard's friend's smartphone:
{voice recorder} [track 098] Hey, buddy, where are you off to? - Well, I'm heading to Agroprom. They said there's a Stalker base there. I'm going to start my little business there. I love this kind of work. Always surrounded by people. Come visit sometime!
Return the squad leader item and get the third task. You'll probably have to go east to find another squad leader. Beard (Hunter) sends you to the Vehicle Graveyard with the Destroy the controller task:
Conversation
- Beard (Hunter): Found the smartphone? Thanks... Damn, those looters probably finished off my brother's friend! Oh, those bastards!
- Revived: I'm ready to go and find your brother.
- Beard (Hunter): That would be great, I'm all for it, but one problem has arisen. Apparently, we diggers are becoming the masters of the Dump. Which, to be fair, I'd like to point out, is long overdue for rummaging through this rubble without pressing the bandits. But the Dump itself needs to be cleared of monsters. While you were finishing off the looters, our guys reported from the Vehicle Graveyard that a counter-terrorist is killing them there. Be kind enough to help them. And then we'll go to Agroprom, to look for my twin. Yeah. Don't bother making much noise there, the situation is unclear. Our diggers aren't there. The Dolzhans have left. What's going on there now is unknown. So be careful when looking for Boroda.
- Revived: Oh, wow! First one thing, then another! You've decided to completely exploit me, how about that?! Oh well, don't fuss. I'll go see your guys.
- Beard (Hunter): What a kudos to you! Oh, I have a feeling I'll be shelling out some serious cash for this occasion! Go.
- Revived: Okay. Off I go.
- Beard (Hunter): It was not for nothing that I believed in you! Break a leg!
- Revived: To hell with it.
Complete the third squad leader task if you can (or get the task in Agroprom as you'll be back and forth soon) and head for the Vehicle Graveyard (Garbage). Once you help kill the mutants, the target moves to Agroprom (the center of the four storage tanks) and the task updates to Searching for Beard's twin. Wait until you get Red Forest to take on any more squad leader tasks.
The mission to deliver the "Psi-Fist" project documents has failed completely! Six fallen brothers lie scattered across the Zone. I must return to my own and report this to the Adept. If I do not make it back, brother—finish the job!
This means there are six documents to collect for Awareness. Oddly, these documents are entitled, "Project <<Blood>>".
Agroprom Research Institute∨
The bus stop near the Agroprom to Garbage teleport is full of Civilian Zombies. Don't waste your ammo on them as they will systematically walk into a nearby anomaly. Head west for the factory's east gate and talk with the Duty Squad Leader (do not take a task from this guy as he may get killed and the task fails):
Conversation
- Squad Leader: Good health to you, soldier.
- Revived: What's going on here?
- Squad Leader: Nothing good! The "Dolgovtsy" (Duty) abandoned the territory due to massive losses and the murder of their general. They left only one outpost on the road to Yantar. They're gathering stragglers there and telling them where to go. It's a secret, or not, I don't know... I think they won't be offended. The Stalkers say they've moved to Bar territory. Or rather, they're still moving. They want to settle there.
- Revived: Well, why are you stuck here?
- Squad Leader: You've nailed it! They're stuck. Did you see the crowd of zombies on the road to the Dump? And there are crowds of dogs, cats, and other evil spirits all around. We're holding the line for now, but I don't know what to do next. You could go scout out the area and see if there's a second crossing to Yantar left—there was one, just north of these gates.
- Revived: Of course I'll go. I need to help my brothers out! What else interesting is going on here?
- Squad Leader: Anything interesting? Don't forget, this isn't Animal Planet; people are dying here every minute... anything interesting. Your favorite mercenaries are chattering away on the radio nonstop. They're swarming around the pipe leading Underground. They say one squad has already gone down there, the rest are probably just covering them.
- Revived: Okay, don't blame me! I've seen just as much as you about how they kill our brothers here, I was even there at the Station. So who's in charge at Agroprom now, enlighten me?
- Squad Leader: Judging by the hiring negotiations, their boss at the location is Khvor (Loka). He was in charge here before. Before the dump. I don't know where to look, you'll have to find it yourself, on foot.
The Squad Leader mentions a transition north of his location to Yantar, which is picked up by the Autoscanner, but says: It is found in the alleged absence of a transition point. It's located in a small depression where there's an opening in the fence. Instead, clear all the mutants from the factory complex and surrounding area (including the Chimeras to the northwest that are vulnerable to shotguns). There's two dead Stalkers in the southeast building, one on the second floor and another on the roof. You have to be quick to get to the second floor corpse. Stay along the left wall to the end and straight to the corpse. Then, get out quickly and use the ladder to the south to get to the roof, then turn left to another ladder (there's also a stash box around the corner on the south side). Next, find Beard (Hunter)'s twin in the tunnel under the storage tanks.
Start the So, maybe, the benefit to you from this dump? conversation with Beard (Hunter)'s twin (starting with the first option):
Conversation
- Revived: What's wrong, Beard, your choice is still as limited?
- Beard: This isn't a proper base, Scarface. Only those who came to Duty for money to help them fight mutants gathered here. I sensed a demand back then, so I came here to trade. A lot of water, or rather, blood, has flowed under the bridge since then. Look, what I managed to pull out of the base—everything is in stock.
- Revived: Yeah, it's not much fun at Agroprom these days! And I can't even remember when it was fun! But tell me this: have you heard any interesting rumors about the women in the Zone? ..? What are you watching? Unexpected, huh?
- Beard: Well, I'm frankly stunned! And the main thing is, I've been thinking about this myself ever since a Stalker, Skinny, wandered into this hopeless place—I never saw him again, by the way—and told me about some new Zone legend—the "Glass Tunnel." Never heard of it? Well, neither have I! It's said that somewhere beneath the Zone there exists an entire Underground Zone—the "Underground." And through this Underground, you can supposedly get to absolutely any place in the Zone, even to places no one has ever managed to reach by surface!!! And that supposedly somewhere there is a "Glass Tunnel," where the Zone gathers all the women who fall into its clutches! They also say that the Zone itself is a woman! And acts like one. And is jealous of other Stalkers! Although I don't believe it, it sounds too fantastic. But no one meets women in the zone anymore, that's for sure! That's kind of a hint!
- Revived: Last time you threatened to leave here for new territories? Why didn't you leave?
- Beard: Are you kidding me? I'm even afraid to crawl out of this hole to take a shit! Where am I going on my own? I missed the opportunity when the Dolgovites left Agroprom for Bar, and then... damn... Did you hear, by the way, that someone took out their general? And they say there's no one else to do it except the "Monolith." But imagine the "Monolith" getting here, that's never happened before! Never! And that doesn't add to the "optimism" either, you know. So life gets more and more fun every day, as the father of nations used to say.
- Revived: So, maybe I should help you get out of here?
- Beard: Brother, brother, brother!!! .. I'll owe you forever! Damn, there are simply no words! I myself didn't dare ask you, it would be a shame, you know, to be sent somewhere... This has happened before, now everyone's own skin is more important... [Beard began to fuss and light up at the same time] .. so - we'll go right now? Coming, coming!!
There's a Technician there, too. He also doesn't fix anything but can give you a spare parts task, which takes most of the game to find the specific parts he's looking for. Follow Beard out and north to the fence, then he turns west toward the swamp where a group of Dutiers are camped. He then goes through a valley and vanishes, leaving you with a message:
Thanks for helping me get off Agroprom. Don't look for me yet. I heard they're looking for me. Let them get it! And also, sorry, why didn't I negotiate with you? There's nothing to talk about. You should work as a mercenary or something. Go see the Forester in the Red Forest. Look for work from him and the commanders of friendly squads. Bye, friend!
Beard's departure triggers an emission and you'll have to return to his underground hideout to wait it out. I've had issues when I don't report back to Beard (Hunter) right away, so I suggest you do that now. This gives you an Autoscanner update with information on another transition. Here's the conversation:
Conversation
- Beard: What people!
- Revived: Have you been waiting for me, Lord of the Diggers? I've found your brother!
- Beard: Welcome back!
- Revived: That's it? You actually promised me something for all this trouble.
- Beard: But you didn't even bring your brother! What kind of rewards are there?!
- Revived: Aha! So it's not me and the woman isn't mine...
- Beard: Well, something like that... leave me alone, in short.
- Revived: Have you heard this song - "Here the bullet flew by and aha!.."
- Beard: Are you hinting at "yeah"? What kind of mercenaries are you?! Here, take it, a Stalker suit, already upgraded, and a tip on the entrance to the Underdark, where our squad has already headed alone.
- Revived: A different story. I don't care about your shenanigans with your doppelganger brother, I don't give a damn. And you have to treat people here with respect, in case you haven't figured it out yet.
- Beard: Got it, got it! How can you not understand when someone waves a gun in front of your nose? Bye, hireling.
Return to Agroprom and fight your way into the Research Center. The Agroprom Research complex is filled with armed Zombies. There's a scope for a AK on top of the southwest tanks (jump from the watchtower). That makes head shots much easier (the quickest way to kill a Zombie). There is also a safe northeast of the east gate that I like to use because a Trader shows up nearby later in the game who offers the best prices on most items (based on comparison of just a few items).
At the door is a dead Dutier with Dolzhanina's smartphone:
We're leaving. We lost the battle against the Zone here. Too many of our comrades were dying every day. Maybe we'll have better luck somewhere else. Everyone says the Zone has opened up paths to the BAR again. Our general was killed yesterday, and we're leaving. We're welding these doors shut to the base that the cursed monsters have captured. We couldn't even recover the general's body; too few of us are left. Goodbye!
I found a working Goatling outside the northeast corner of the complex and parked it under the ladder in back going to the roof. I've seen videos of people using the window ledge below the ladder, but that didn't work for me. As you climb the ladder, you hear a click and then beeping. Quickly go back down the ladder until the bomb goes off and then back up to the roof. The east stairwell has a stash box full of weapons and suits. The west stairs appears to be fenced off. To avoid too much damage, jump to the rail where it meets the gate, turn northeast and jump toward the lower level. You may not hit the next level down, but it may slow you down enough to reduce and damage or bleeding.
General Matov's body and laptop are on the top floor, west side. This opens the teleport to the Underground, which is the ventilation shaft on the hill northeast of the complex. The stash box on the east side of the room has the Smartphone from the “Debt” base:
Brothers, when we left, we left some loot for those who would be returning, not knowing that we had left Agroprom. It's been re-hidden from here in a stash behind the grating of the attic in the building with the elevator. Be careful, there's a tripwire on the outside staircase.
On the institute's second level, east side, is a fenced-in counter. As you approach, you get a message about a teleport. Jump through the opening and take the teleport up to the roof of the west stairs to escape the building. Leave your loot in one of the stash boxes and go northeast to the Underground's air vent. A Trader will come to the top of the hill north of the complex later in the game and you can sell it then.
Next, if you go to the Underground teleport, you get a message about needing a login. However, you can still get in by dropping through the boards. Make your way down the stairs. At the bottom is a safe with some loot and a closed door. Take the loot (because you won't have access to it again) and approach the door to transition to the Underground map.
Dungeons agribusiness (Agroprom Underground)∨
When you spawn in the Underground, there is are anomalies blocking the passage. Much like Electro anomalies, you can reduce or even avoid damage by throwing a bold into it first and sprinting through it just after it blows. Go through the first one and use a medkit if needed. Now sprint through the next anomaly staying along the left wall to the corner, and the third one through the door. You should meet a group of Mercenaries. One of them is a Trader that the mutants can't kill and I have yet to find anything he won't buy. However, he buys at really low prices. I only sell to him when I need to lighted my load.
Make your way to Strelok's Hideout and get a message:
ATTENTION! THESE ARE NOT THE AGROPROM UNDERGROUND FACILITIES. THE FREQUENCY SCAN IS SIMILAR, BUT DOES NOT MATCH THE STORED DATA.
On the right (south) side of the room, take note of the door as you'll come back to it soon. Also, there are two boxes with supplies and an eBook. If you double-click it, it shows in your PDA's Message Log, in Russian. Here is the translation:
The legend of the future: on that May day, a nuclear mushroom cloud rose over Moscow. I saw it from my window. The situation was such that I even managed to call my mother and warn her to close the windows and vents. It was silly, but that's exactly what I did. The epicenter was located right in the center of the city, somewhere near Moscow City, and the explosion itself wasn't very powerful, so part of Moscow survived, but it was still a nuclear explosion, and everyone immediately understood that Judgment Day had arrived. I don't remember if the Russian president survived or if he was on a trip somewhere. I don't remember who made the decisions in those terrible minutes and hours, but the whole world froze at the sight of that image on television. There was only one image everywhere: burning Moscow with a black, apocalyptic mushroom cloud at the epicenter. On all continents, people understood that something so terrible had happened that the Russians couldn't fail to react. All countries immediately distanced themselves from any possible involvement, especially the US. Their president spoke several times during that day, assuring the whole world, and the Russians first and foremost, that despite the economic blockade of Russia, the open and hidden anti-Russian policy, and calls to the whole world not to conclude contracts with Russia, they had nothing to do with the explosion. The hanging expectation resembled the horror of Pompeii when...
Access the PDA on the shelf to the left (north). As you do, you get an Autoscanner message:
Information has been received that the body of the deceased art hunter Luka, from Zarka's list, is located in the accessible loops of the dungeons. According to the existing mission imperative, he is needed by the living to revive the Zone.
As the PDA plays, you get a thought:
Okay. Good. I'm also listening to messages from the recent past...
"A mercenary," Lebedev says. "The correspondence from the stash clarifies a lot. Now we know that Strelok's group was in the center of the Zone. Moreover, they're preparing a second expedition to the center of the Zone... idiots. If they succeed in their plan, a second Great Emission will occur. This time the power will be so great that all living things will perish, and the Zone will enter a completely unstable state. This cannot be allowed... Strelok has gone to Yantar. You're the closest to him, so try to intercept him. We'll take care of Fang and Ghost ourselves."
You get another thought:
We've been through all this before! Lebedev was lying! That means there are routes to the center of the Zone through the Catacombs. And that means I need to take care of Fang and Ghost before Lebedev's assassins get to them.
From Strelok's Hideout, turn right (east) to the stairs. Go down one flight and through the door to find an empty backpack in a hole. As you drop down into the hole, a headless Zombie spawns and you get two Autoscanner messages:
In this phase shift, the dungeons of Agroprom are flooded due to previous events.
In a neighboring part of the dungeon, the body of an art hunter was discovered, showing all the signs of being a target.
Leave the Underground the way you came in. The air shaft now has a few Pyrogeists. If you just keep moving you can get out without having to destroy them. When you spawn above ground, note that Luke's body is marked on your PDA map, but not on the minimap. Go north to the Yantar transition. If you explore Yantar, you get a warning that the environment is too much for your suit and you have to turn back. There's nothing to accomplish, so I recommend turning around and going back to Agroprom. When you spawn back in Agroprom, go back to the Underground. As you travel, you get an Autoscanner update that you're in a new territory, even though you just left here. The map is now, Another Agriculture. Also, any stashes that you had are gone and characters may show on your PDA map, but do not exist. You also may notice some structures are slightly different or do not exist and nothing shows on your minimap. This is what Zarka meant by, "loops".
You can now access the Underground from where you met Beard, the air shaft, or the manhole in the Institute (where there's a corpse you can loot). In the Underground, there's no transition as before, the Mercs are gone, along with the mutants and the gates blocking access to the SoC version. Go back to Strelok's Hideout and through the teleport by the door. You spawn in Another Subway. There may be a couple mutants to kill, but you don't really need to do anything here. There is another teleport by a door with a keypad, but don't use it yet.
Return to the ladder that was flooded before, but is now in a slightly different spot. Go down the ladder and turn south to find a spiral staircase. At the top, go through each room, including the one with four large circular pools and the tower in the center, and find another ladder going down. At the bottom, turn south, follow the passageway, and find the corpse of a Scientist in the second-to-last alcove on the left, then return to the passage with Strelok's Hideout. On the right, just before you get to the hideout, is a room with a teleport in the air duct. Walk toward it to go back to the Dungeons agribusiness reality, only on the other side of the gates. Leave the room and look for a sparkling artifact on the ground just outside the doorway. This is the Stibnitovy "Breakdown" artifact. You may have to use the action key (F) to find it. If it's not there, you have an opportunity to get the artifact from Forester later in the game. You won't need it until then.
Open your inventory and select a Lighting artifact to put it in your grenade slot to save you the trouble of trying to do it while in battle. Take the teleport in front of the double-red doors. You spawn in the control room that you visited briefly when looking for the Scientist, only a different reality. Clear out as many mutants as you can in and at both gates. Then turn the valve at the control panel to open the south door. There are four Pseudogiants, a Bloodsucker, and multiple Zombies. You have to kill the Bloodsucker before the door on the other side of the room opens. The trick to killing Pseudogiants, as we learned at the start, is to wait until they are near a red barrel, then shoot the barrel. You can also use the Lighting or Unstable artifacts from Goblin, if you have any. For Bloodsucker, get on one of the circular walkways and walk backwards. Wait until it's about to strike before blasting it in the face with a shotgun.
Killing the Bloodsucker gives you a task update to find Luke's body. Go through the opened gate (the center of the room is now safe), check the shelves for supplies, and go down the ladder. Make your way through the flames and Snorks. If you catch on fire, save and reload. Find the body of Father Valerian, then read his PDA:
I'll definitely find the Puncher! And I'll never have to go to the Zone again!\\files\CODE\\electronic access code to the door leading to the dead art hunter.
The transition to Agroprom also there, but don't take it yet. On the east side of the area is a passage that you have to climb to get to. Take the tunnel on the right to find The death of Luke artifact. Retrace your steps back to Father Valerian. Getting past the Lift anomaly just takes persistence. Jumping seems to help. Return to the control room and into the small side room in the southwest corner that is also now open. Go down the ladder to find Luke and get his smartphone:
The last entry on the Evil One's damaged smartphone: {voice recorder} [track 1284^ ..white noise..]
Now pick up Luke's body and get a task update to carry it to the Agroprom surface. Take it back to Father Valerian's body to complete the task. When you approach the teleport you get a message:
The soul's shell has been delivered to the teleport.
Luke is teleported to the surface. You can use the teleport to Agroprom now, or, if you want more loot, return to the control room and turn the valve again to open the north gate (this is the location for the Boar-12 Squad Leader task):
When you reach the spiral staircase, you get a message:
ATTENTION! YOUR POINT OF PERCEPTION IS SHIFT. (In layman's terms, the soul has left the body.)
A cut scene plays. When it's done, you are back in the control room. Approach the staircase again and another cut scene plays, and a third before you can proceed. After all three cut scenes, go down the staircase and east toward the partially-open gate. A well-thrown Lighting artifact clears the way. You no longer have a body, so you can continue through the gate to the fallen air duct. There's a dead soldier with a shotgun in his backpack on the opposite side of the ladder (if you can get to it). Check inside the air duct for a case (sometimes it's there and sometimes not). If it is, you may need to shoot the case as it's hard to get to, and sometimes the items fall through to the other side. There should be a Lighting artifact and a case with Anomalous Gravity charges:
Ammunition manufactured by an unknown artifact. Manufacturer unknown. The damaging effect is equivalent to hitting a target with a multi-hundred-kilogram steel slug. The effect is clearly visible when hitting concrete walls and metal objects the size of the impact. Lethal to any living creature in the Zone.
There is also a teleport further down the passageway, but that just takes you in a circle back to the control room. Instead, fight your way back to the ladder. Go up the ladder and through the teleport to return to passage with Strelok's Hideout.
You get a message when you spawn above ground:
Find out if anyone knows about resurrections. Find a means of resurrection. Then deliver the shell of the soul into the teleport!
Station of the Underdark
Now is the time to use the Another Subway teleport in Strelok's Hideout that I told you to ignore before. To get there, go back to Yantar, turn around and come back to Another Agriculture. Return to Strelok's Hideout and use the teleport to Another Subway. If you did not get the Stibnitovy "Breakdown" artifact before, you can try to save here, go back down through the air duct teleport and see if it's there. My experience has been that it won't be and you have to reload your save. Use the teleport in front of the door with a keypad that takes you to the Station of the Underdark.
Be sure to pick up the Tellurium "Breakdown" artifact before you drop through the floor. Walk east on the south side of the pillars to find it just past the east pillar. Then, turn around and walk west to drop through the hole at the south side of the west pillar. This should put you at the top of a staircase with another staircase in front of you. Make your way over the rubble and into the teleport by the campfire. This takes you to the Red Forest with a message:
ATTENTION! The information field scanner has detected an underground teleportation device within a 30-meter radius.
Pick up the Compass artifact. The BTR works, so you can drive it around the cave if you want. Otherwise, take the next teleport to what appears to be the northeast corner of Wild Territory by the Bar transition. The transition to the Bar has two teleports, in other words, it's a two-step procedure. Go east to teleport to Wild Territory, and east again to teleport to Bar.
Bar∨
When you spawn in Bar, you can (optionally) turn around and go back to Wild Territory to get a really nice stash in the train station, including an exoskeleton suit and under-barrel grenade launchers for both VOG-25 and M209. When you come back to Bar, you may notice a teleport to the south. This also goes to Wild Territory, spawning between the construction site and the tunnel filled with Burner anomalies.
First stop, Voronin to get a thought:
Wow! The Dolzhane's settled in! Well, I need to find out what they're living here for now and get some information, if possible.
Conversation
- Voronin: Stop, mercenary, what are you doing lurking around here?
- Revived: I was looking for someone.
- Voronin: I don't have any other work for you right now, except for gathering together the scattered squads of Duty throughout the Zone.
- Revived: Of course! I'll go look for a basket (them).
Go behind him to find Strelok in a cell:
Conversation
- Revived: I didn't expect to see you behind bars, how did you end up here?
- Strelok: Ah, it's you, Scar. After the Station, something started to get to me. One minute it was nothing, the next I'd lose it and start shooting at everything. Well, the guys grabbed me and put me here until I came to my senses.
- Revived: You can't drink away talent. People won't just call you "Shooter"... Get along, dry up. Well, what about our topic?
- Strelok: On our topic, on our topic... [The shooter wrinkled his brow, as if remembering something.] Ah, yes! To help you revive the Zone, we need my friends - Fang and Ghost. Alive. Because right now they're completely the opposite.
- Revived: * Wow! You want to make me into Jesus? I'm usually the opposite, too. I don't resurrect people, but...
- Strelok: Somewhere in the Zone, there are artifacts for resurrecting people. Rumor has it that they need to be placed into the bodies of the dead, and they will come back to life. But from a vague recollection of an insight I had at the Station, there are also purely technical means for this. You need to find out and figure out how to do it.
- Revived: * Holy shit! ... I'm really nostalgic for the times when the hardest task in the Zone was to bring back an artifact, kill a boar, and all that other crap... yeah... Okay. I'll wander on. Maybe someone knows something about these wonders. If not at the Bar, I'll ask Grandpa or Sahar.(dialog closes, open again and ask:) ** / .. And who would you advise me to turn to? This is an unheard-of thing, whatever you say!
- Strelok: As far as I know from Fang, a mercenary was hot on his trail. Now I know it was you. And by the way, don't whisper about this to anyone. That's in the past! But now I'd advise checking out the people Fang encountered along the way. You know them better than I do.
- Revived: Shooter .. Where to start looking?
- Strelok: From the information on Fang's device you brought me last time, I learned that he intended to head North by a different route, leaving behind caches of information. He'd been telling me for a while that the Zone was "warping" a large amount of metal. And he'd long wanted to check the paths and tracks along the abandoned railway lines. While I was out of touch, he probably did just that. And Ghost has taken to crawling through Yantar. He's somewhere out there... Where there are secrets, there's Ghost. That's all I can say for now.
- Revived: (again) Shooter .. Where to start looking?
- Strelok: From key people you know well. Of those you don't know, we need the Swamp Doctor. I usually meet him at the church in the Swamps. So look for him there.
Talk to Nitro, who is the Mechanic just south of Voronin's headquarters, although he doesn't offer repairs:
Conversation
- Nitro: Welcome to the new Duty base! Thanks for saving me that time on the bridge. What a mess it was! And I've decided to apply for a job as a Duty technician. What are you interested in? I'll help out any way I can. But the problem is the same for all mechanics: there's nothing to fix it with. Spare parts are scarce.
- Revived: * Hey, Azotishche! So you've found a way to put your golden hands to good use! Tell me this, people are saying that the local scientists have even come up with ideas to resurrect people. Haven't you heard of such damned machines and devices?
- Nitro: Of course, I heard! When they were pressing us in Limansk, the guys were saying among themselves that it was pointless to kill the Monolithists. And you know why? They resurrect their dead in the labs and then fight again! That's why, they say, they're so stupid that they've already been corpses several times over. Can you imagine? I don't know whether you should believe such legends or not... Think for yourself.
- Revived: ** You're a valuable asset, Azotishche! Will you answer a few questions?
- Nitro: Okay! You saved my life, remember!? And me and the guys on that damned bridge to Limansk. I'll tell you everything I know!
- Revived: What do you think is the best weapon in the Zone right now?
- Nitro: A Monolithic gravity gun, of course. Rumors about it are circulating around the Zone after that fight on the bridge. Hard to get. The Monolith's secret. However, it's also been seen in the possession of the Zone's most mysterious guide—well, the one whose name no one knows, so they just call him Guide. But at least he's a Guide with a capital G. And they say he's good at what he does. He's led many people out of seemingly hopeless places.
- Revived: Yeah. I have one more question.
- Revived: And what do you think is in second and third place?
- Nitro: The second one is a "Vepr"! - A real shotgun. Lebedev also had a custom "Monstrodav" (Monster Crush), and the Vepr hits a little harder, and most importantly, it has a crazy rate of fire. Not like other shotguns. For others, this is actually a weak point: by the time you reload, the pseudo-dogs are already gnawing at your throat. But still, Stalkers have figured out that shotguns are the best against monsters, and now many carry sawed-off shotguns instead of pistols, which are only good against people. The third, the third... Well, I won't talk about barrettes, M60 machine guns, and six-barreled miniguns, because they're lethal, but incredibly heavy! But there's a charmed automatic rifle in the Zone - an "AK-47". It must have been in such a tricky anomaly that it shoots anything with a 7.62 mm diameter and is incredibly lethal. The Zone's influence definitely played a role here. I'll tell you a secret, the Forester is hiding it somewhere in his tower. He's always getting ready for a long trek. Like, 'Oh, I'll show everyone!' But for now, he's just sitting there, like Ilyusha Muromets, gathering his strength.
- Revived: Are you even aware of what's going on around here?
- Nitro: Around the Zone? - Nothing good! They are erasing everything Russian from the soul and from the history of the independent country. The new authorities have abolished education in Russian, that is, they want Russians to disappear "as a species" through natural means. They have canceled Victory Day. Stepan Bandera has been made a hero. They are raking men into the army. They need more blood to be spilled, so that the wound of hatred will take longer to heal. Blood, it is forgotten for centuries. Brotherly... so they are driving the people to the slaughter! Eh! What else can I tell you? Sorry, brother!! I can’t talk about all this calmly, my soul hurts. So I decided for myself - I’d rather repair guns for my brothers in the Zone than shoot at brothers outside the Zone! Now, by the way, new people are flocking to the Zone. Men are fleeing the war, some to the West, some to Mother Russia, and some have decided to escape to the Zone, to wait out the conscription.
- Revived: Yeah! I actually meant what's happening in the Zone, not outside the Perimeter.
- Nitro: Well, what else? NATO is afraid of any trouble, even though they're the ones who start it. Now, apparently, they've reached an agreement with Kiev to guard the Zone's perimeter. Trust in our soldiers has run out. And Bandera's started creeping around the Zone. It's obvious they're looking for something. Or someone. It's all so strange!
- Revived: Have you heard anything about any unusual weapons?
- Nitro: Well, the Zone is full of everything these days. Even from the war, there are plenty of weapons dug up and restored. But the most amazing thing is that some of the German guns are still shiny as new. It's hard to believe they were dug up from underground. But then again, how could they possibly be new? And after NATO cordoned off the Zone, naturally, as they say, the Zone began to fill up with their guns. Even barrettes, six-barreled machine guns, and M60 heavy machine guns have appeared, as I already mentioned. The only problem is that, in addition to all this variety, there's a disgraceful lack of ammunition. That's the biggest shortage in the Zone right now. Yeah! Food and ammunition. And spare parts, of course!)
- Revived: Well, Azotishche, you've delighted me with your conversation. Thank you!
- Nitro: I'm always up for a heart-to-heart talk! And what I couldn't find an answer to, there's a rumor going around that Stalkers in Pripyat meet this guy, one of the very first, who, after all these years in the Zone, has been sucking information straight from it and can answer any question! That's it, brother! Good luck to you!
- Revived: I see. Well, enough questions. You're a veritable goldmine of information, Azotishche!
When you're ready to leave the Bar, head north to the Military warehouses, which is a central location and a good place to put your main stash.
Military warehouses∨
As you make your way up the road toward the gate, you get a task from Freedom to clear the Bloodsucker Village, which you need to do anyway. I find it easier to take out the Controller near the water tower first. From there:
- Go southwest to the red brick house to trigger the first Bloodsucker.
- Go south into the hole in the wall of the white house, loot the corpse, and get the Anomalous Gravity charges in the cellar. Be aware that the front door has a Spacial anomaly that sends you to another house. So, exit the same way you came in.
- Go south to the front of the house surrounded by Burner anomalies and find the next Bloodsucker just inside the front door (if it's not already coming at you). You may trigger another one coming from the southwest house, so be ready.
- Continue southeast to the log house and barn. You must go into the house and south down the hallway to trigger the next Bloodsucker.
- Go west to the house just north of the burned out house. Unless you received a task completion message, this triggers the last Bloodsucker.
Do not enter this house by the front door as it is also guarded by a Spacial anomaly that sends you to the first house. Instead, come in through the opening in the north wall and search the backpack to get the Project <<Blood>> doc No. 4. Here's the description:
Voice_1. - I demand an increase in the experimental time our unit has available for the installation.\n
Following the war between factions in the Zone and the well-known events of the Reconstruction, the Zone's protective biomass has significantly diminished, and the threat of human research and combat units infiltrating previously closed territories has become a reality. Furthermore, we need to re-train the available contingent of Stalkers into Monolith security units. We also urgently need to increase the production of combat snorks.\n
Voice_2. - I admire your dedication to the common cause, Comrade "L." But in the current situation, you must make better use of what you currently have. The preparation phase for the decisive experiment is in its final stages, and I will not allow anyone, I emphasize, ANYONE, to interrupt the preparations and thereby delay the start of the experiment.\n
Voice_1. "You'll consider this blackmail again, but I repeat, I can't guarantee the experiment's safety in the event of a failure."
Voice_3. [over speakerphone] - Comrade "L," you're forgetting again that only time is real. Space and matter are merely fluctuations in the turbulence of its flow. You see better than we do how quickly the space of the so-called Zone is degrading. A natural consequence of the preparatory experiments was a distortion of the physics of time itself. Therefore, it seems logical to accelerate the final experiments as much as possible before the distortions reach the key laboratories. You couldn't even restore access to the laboratories we've already lost. That's your oversight."
Voice_1. - Did you hear that? Go and do exactly that!
If you have items to trade, stash them in the hollow log on the north side of the barn south of the water tower. There is a Trader coming to the tower later on and he takes just about anything. The Freedom base is occupied by Zombies and you get a warning when you enter: EXTERNAL ENVIRONMENT MAXIMUM hostile! Leave the area immediately!. You get a task for clearing the base in a little while. There's not much to do or see outside the village, and the barrier to Radar is off limits. The Red Forest teleport is in the northwest corner of the map (same as CS), which is the next destination.
Red Forest∨
You spawn in the southeast corner of the forest.
- There are certain overnight hours where Forester's door is lock (because he's sleeping) between 21:00 and 06:00.
- If you go near the bridge to Limansk, you trigger a cut scene and get a task to lower the bridge. Wait until you visit Forester first.
- The Spacial Anomaly over the tank in the north takes you to the tunnel with the working BTR and northern Wild Territory teleport (i.e., a quick way to the Bar).
- The only way I know to the plateau is to use the Tellurium "Breakdown" artifact while in Garbage. There's an anomaly that spawns artifacts, and one dead Stalker with a few swag items.
- The smartphone of a spy who visited Limansk is a task given by a Squad Leader. You need the Asbestos "Beakdown" artifact, which I'll explain later. For now, here is the smartphone's description: \\files\Limansk_info.txt ..the beginning of the city is practically clear, there is no one at the exit from the tunnel \ Then I noticed several marauders' campers in the windows, you can go around them \ Someone mercilessly cleaned out the house on the turn, where the bandits were meeting. \ Heard the negotiations of mercenaries, gossiping about something about theirs, some kind of contract of theirs, I did not understand a damn thing! \ And you can’t go further than the House at the Crossroads, there is a Monolith outpost there and there are a lot of them. \ There is someone else in the city, I heard shootouts in the distance. But there are a lot of Monolithists, they are very worried, like wasps, I advise no one to stick their nose in. [track 19^ .. here! ..I'm in the Red Forest, RUN! FIRST THE SPIDERS DRIVED ME, NOW THE SNORKELS! They are driving me into the ravine to the Twist. I see a Giant. Looks like I won't survive!! Farewell, brothers!!!
Make your way to the Devilish encampment. When you get to the tunnel, you will most likely encounter mutants or enemies. Once you clear the tunnel, a group of Stalkers spawns with an Important character who offers you a task that I recommend you do now:
Conversation
- Important Character: Be healthy, man, armed to the teeth! The Zone has brought you to us with good luck.
- Revived: Hello
- Important Character: We have some business for you. We're big on collecting artifacts, sure, but see what's going on here? We've been struggling to retake the damn campsite from the monsters for two days now! Come with us - let's see what's going on, where the mushrooms... I mean, artifacts are growing. Okay? Okay? You'll get the "Ghost Star" at our base later! It'll help you carry an extra 12 kg!
- Revived:
- Agreed. Let's go quickly. (gives you the task, the dialog closes).
- I've never liked this forest, even though the mushrooms here are the best in the entire area. I think I'll go... mind my own business, anyway.
- Important Character: Well, whatever... If you change your mind, catch up. It looks like turning a Burer into a stuffed bear is a piece of cake for you!
Use a Lighting artifact, RPG, or grenades on the Pseudogiant and shotgun on the Snorks coming in from the north. You get a task update to learn that your reward is waiting at the Northern Farm in Cordon, which you can't get to yet. When you do, you get a Phantom Star artifact. Ask for the next Squad Leader Task (which should be Mobile radio), and then go north along the west edge of the area to find a body in some boulders. Jump up onto (not into) the boulders to get a message:
Preferably, an artifact capable of spatial translation is present. After scanning, the registered location of the nearby mines was discovered.
Cross to the east edge and find the dead Monolith with a small stash box nearby and get the Project <<Blood>> doc No 3. If you have a Squad Leader task further north, do that now and come back to the Devilish Encampment. Go through the forest, avoiding the mine for now, to the north gate and get a message as you approach:
ATTENTION! You can choose:
- open the gates now and let the Duty troops into the Forest
- do this later, leaving the gates closed,
and for now, just climb over the fence, like in childhood.
I'm not sure what happens when you let Duty through the gate, but my sources tell me to wait. Go east to where the fence goes into the hillside and jump over it. Get the next squad leader task and move on to Forester's. As you approach Forester's door, you get a message:
Before shooting at these fine fellows who have taken the Forester under their protection, wouldn't it be better to first study the guard changing procedure?
Apparently, Duty has taken Forester captive, or maybe just providing security. Stand at the southwest corner of the building and slip in while the guards are out of position. They don't seem to care. You can also drop down the elevator shaft. But first, get the Anomalous Gravity charges in the top of the tower. There's more on top of the elevator.
Go up and talk to Forester:
Conversation
- Forester: Well, hello there, son! I never thought I'd see you alive!
- Revived: Hi, grandpa! I'm back!
- Forester: Glad you're alive, restless soul! If, of course, it really is you... [the grandfather muttered into his beard]
- Revived: Me, me... Or who else?
- Forester: There's no trust in anyone now. One moment he's dead, the next he shows up "alive and well"... it's just crazy! ["like," the Forester hinted]
- Revived: Grandpa, you won't believe it, but I'm actually doing exactly that in the Zone right now. Figuring out who should be a dead person and who shouldn't. So don't suspect me. Tell me, what's going on with the crossings in the Red Forest?
- Forester: Yeah? Okay, okay, don't be offended. Transitions are like round dances... there aren't any, but then bam, there's a wedding... I mean, a release. It's just going, it's going, there's no escape! Nothing but transitions, wherever you spit! For example, don't spit here next to the wall, to my left. And definitely don't spit in the shaft below me. Get it, my dear?
- Revived: Grandpa, you should sign up as a storyteller for some show... like "Good Night, Vampires"! You tell stories so beautifully!)
- Forester: Okay, I'll do that as soon as I have a free minute, my dear Katerina, or whatever her name is... pah... By the way, about "pah" - go spit, as your elders advise, no need to show off here for no reason!
- Revived: And yet, while I'm here in the forest, maybe I should "do a good deed," as they say in the movie "Morozko"? Eh, Grandpa?
- Forester: Oh, my dear! Things have gotten restless in my forest these days after you stirred things up recently! Zombified Stalkers keep coming here from Yantar, and there's no escape from them. Be a kind enough to go to the Limansky Reserve gates closest to Yantar and lock them tight. The Stalkers will be grateful. (This gives you the Gates Liman Reserve task.
- Revived: And so I come to you again for some smart advice and useful information. Even though the Zone has tossed me around a lot, I'm still alive.
- Forester: - Hm, I'll be fine, my dear! If it's you. And if it's not you, then one thing - you'll be fine!) ... You say that you're alive... But people said they saw you dead. You've been causing such a stir in the Zone recently that many people already know you, recognize you, I mean... And you don't have to go far... they said they saw you dead lying above the tunnel to Vyvorotny, here in the Red Forest. And someone even intercepted your conversation with radio operator Katerina... Rumors are spreading. Yeah... But I'll tell you something, son, I've seen a lot in the Zone, and the fact that now they see the same people there both alive and dead doesn't surprise me at all these days! Yes! And why is that? Because, my son, some outsider Stalker told me there are Resurrection Artifacts in the Zone. You stick one into a dead person's body, and they come back to life! Look at what human mischief has brought to the Zone! It's not a good sign! Would it be a good thing if the living and the dead trampled the earth together? Huh?! God forbid! And they say there's a whole city of the dead just north of here in the Zone... The living dead, my son, that's what it's all about!
- Revived: That's why I love to drop in on you, grandpa, for stories like these!.. So where do you say such artifacts are found?
- Forester: - I haven't told you where yet... don't mess with an old man! You're strange. The Zone has left its mark on you. Don't ask whether it's for good or for bad - I don't know. Now everything is not as it was. The Zone is in a fever, and you are like a biting ant to it... Okay, I'll help you, although I'm not sure I've decided correctly. I'll tell you one thing, you need to look for such an artifact near the body of a murdered person. Why? Everyone here is murdered... No one has died of old age here yet, yes... God willing, I'll be the first
- Revived: Let's get down to business?
- Forester: - You're so cunning! And who are you trying to resurrect? An infidel!
- Revived: I don't know anymore, grandpa. But I have a feeling it might come in handy! For friends... why are you looking at me like that?
- Forester: - For friends? Okay, I'll tell you... I sometimes wandered through underground burrows in the Zone, I don't know who drilled so many of them into the earth, and then, in the dungeons of the agro-industrial complex, I found adits above the corridor from which there is a hole in the Burrow with the snorks. I crawled there to my heart's content, almost suffocated, but I couldn't get into one adit - I was really scared, there's some strange anomaly there, it's like it takes away your weight and you're splashing around like some kind of astronaut? Like in zero gravity, and it won't let you go where you want... I don't know, maybe you'll have better luck... And what were you crawling about? Well, I sensed artillery there, in that adit... Wow!
- Revived: Hmm, thanks for the story, grandpa!
Go to the southwest gate (southeast of the bridge) and close each half, then return to Forester:
Conversation
- Forester: Well, hello there, son! I never thought I'd see you alive!
- Revived: I locked it, didu!
- Forester: Well done, my son! Perhaps you've saved someone's soul! Now our forest will be a little quieter! And one more thing - I was testing you, soldier. I see that you are truly you, and not some corrupted double of yours. I always remembered you as a kind person! And since you are truly you, here is your treasured tree trunk, the one you asked me to keep for you. Take it! (and gives you a Gravity Gun and Head Torch)
- Revived: While I'm here plowing through your forest, maybe I can help you out with something?
- Forester: [The old man thought for a moment, groaned, and said] - I also have a favor to ask of you... Even though it's none of your business, you wouldn't be ashamed to help the guys from Svoboda! They're people too, after all. They're wandering around the zone, lost, if you could help them retake their base at the warehouses, that would be the right thing to do! Huh? How would I know? And here's one of their guys, sitting there shaking all over! Hey, show yourself! He's one of ours! Anyway, you go to the warehouses for now, and I'll treat my guest to some tea, and then you can have a chat.
This gives you the Help svobodovtsev (Freedom) recapture Army warehouses task and a Gravity Gun, which takes the Anomalous Gravity charges you've been collecting . Before you leave, explore something Forester said, "the shaft below me". Outside his door on the left is a 55-gallon drum. Jump up on it, turn south, and jump forward to be teleported to a shaft. Move south to be teleported again. Now you're in the Red Forest mine on the other side of a locked gate and safe from the mutants. This passage is full of hidden teleports, so it's a good idea to save before you move. You won't know you're in it until you're in it.
- The Gravity Gun is very effective against Burers, Spiders, and Controllers, killing them with one shot.
- From the gate where you spawn, the passage to the right (east) goes to Cordon near the Northern Farm, which you will need soon. Turn left (west) and there are four teleports along the left (south) wall. The first three can be located to the right (west) of the V-shaped dark spots on the wall that take you to Yantar (if you don't have a Functional Psi Helmet, you die), Military warehouses, Agroprom, and Dark Valley. Go to the end and go to Cordon near the Rookie Village (or Swamps and then to Military warehouses). Turn left (south) and go past the Asbestos "Breakdown" artifact to teleport to Garbage.
Find the backpack in the second mine car. Then, follow the passage west staying along the right side (or you'll be transported to Yantar). Turn left and carefully approach the Asbestos "Breakdown" artifact on the barrel to the left. Go too far and you're transported to Garbage.
Double-click the artifact to be transported to the tunnel near the Limansk bridge. Go deeper north into the tunnel and shoot one of the red barrels to blow them all up. As you move toward the door, the cut scene that I mentioned before starts. When the cut scene is done, you have the following task:
Lower the bridge. Open the road to Limansk.
Since this is a priority task, it's best to do this now and get it out of the way. You can use the rubble to get to the tank, and sprint-jump to the embankment. Then, go south under the bridge to the drain tile and up the embankment. Or, go north along the river bank past the wooden bridge where the water is safe to walk through. The lever for the bridge is on the west side of the green control box and you may need to hop up on the electric motor to reach it. When the bridge lowers, you get the following message:
From any possible point, but visually observe the process of lowering the bridge.
Once the bridge is all the way down, you get the Clear the bridge from hostile groups and another message:
Mercenary, these are Stalkers! You shouldn't have let them down, the Monoliths are coming!
Several Monolith fighters spawn on both sides of the bridge. There's a Bulldog 6 in the back of the truck on the Limansk side that may make the job easier, along with an empty stash box when you loot the fallen. Once they are all down, you get a completed task. However, sometimes Zombies spawn, so be on your guard for that. With the Asbestos "Breakdown" artifact, you can complete the squad leader task and return to the warehouses. You can follow the road south to teleport to ATP, then follow the road east to Military warehouses, or go back through the Red Forest to the teleport you came in on. Wait to take any more squad leader tasks until you return to Garbage from Dark Valley.
Freedom Base∨
When you spawn, you get a message:
In one of the 3 detachments, find the field commander of the freedom detachments.
Look on your PDA map to see which one and go there. In all the games I've played, it's always been the group south of the Bloodsucker Village. Find the Field Commander and talk to him:
Conversation
- Field Commander: You picked a bad time for a walk! Don't you know they're constantly squeezing us? Chekhov was killed and the people fled the Dark Valley; it's a cursed place now. The last hope of those who survived is to retake the warehouses from the zombified and settle there. Will you help?
- Revived: I'm looking for some Stalkers. Can I count on you?
- Field Commander: Why not? We kept getting some vagrants—they and our superior had some kind of dealings of their own. They only talked in private. Maybe it was one of yours, I don't know. So how about probing the entrance to the warehouses? We got a signal from there, and then lost contact.
- Revived: Reconnaissance... then cleanup... then capture? Really? I don't know you! You started a serious war in the Zone, and now you're complaining, damn it!
- Field Commander: Ha! You're a sharp little guy, it's like diarrhea! So, until we have a base, we won't be able to help you any further. For repairs, for lodging, for all sorts of information... Basically... if you, let's say, do us this favor, you'll have someone to call on at the warehouses. So, are you up for it?
- Revived: Hmm... I never liked you, you anarchists! If a certain respected person hadn't put in a good word for you, you wouldn't have gotten away with it!
- Field Commander: Okay, okay... don't go too far, you see, our people are restless, and any moment now, we'll be covered in an explosion and it'll be all over! Help us with the warehouses, I'm telling you!
- Revived: Consider your entry free!
This gives you the Clear: Entrance to the base task. Clear out the mutants to complete the task and get a message: THE ENTRANCE TO THE WAREHOUSES IS CLEARED! THE ASSASSMENT CAN BEGIN!, along with Get a reward, Help the Svoboda fighters recapture the Military warehouses, and Ask the commander. What else could he want?. You may also see a message: This is Scar Zone veteran Freedom speaking. Your scouts have been caught in the crossfire!. Now go back and talk with the Field Commander again:
Conversation
- Field Commander: How are you doing, mercenary?
- Revived: It's been worse. The main thing is the creatures are dead.
- Field Commander: Excellent. Now comes a more difficult task. We need to shoot down the zombies roaming the Base, so our attack doesn't drown in its own blood. We're practically counting all the "Freedom" troops left in the Zone—they're all here in the warehouses now! Bring some ammunition for the fight; we'll spare no expense for such a task! Head straight to Tosha—that's our trader. He'll give you some from the last of his supplies.
This gives you the Get ammo from Tosha task, who should be close by (not necessarily where the target is).
Conversation
- Tosha: Greetings, friend. What would you like?
- Revived: I'm going for ammunition.
- Tosha: Ah, a hero has finally been found!
- Revived: Why a hero?
- Tosha: If you haven't already, you'll get it when you get to the Base! Never mind, here's some ammo for now, and when you finish off the zombies, you'll get a lead on the most valuable pyridium we know of here on the Skalads! I swear to God!
- Revived: Let's figure it out!
This gives you the Shoot the zombies around the perimeter of the Base task. Work your way through the base and watch for holograms that kill instantly. Also, stepping into a Psi field causes your health to go down quickly, so watch for that. Keep killing Zombies until you get a task complete message and:
Conversation
- Well, well! What a run they made, those enemies.
- Take an item as gratitude for help from Freedom.
- Find a valuable device.
- Anyone who comes to us with nonsense will get it with a blatant "nonsense"!
The valuable device is on the edge of the swamp, but watch for Monolith. There doesn't seem to be any mines, or I got lucky twice, so you can go straight to the dead Freedomer and get the Smartphone c base "Freedom":
\\files\warehouses_info.txt Yesterday Kostyuk was sent back to the Valley for the Archivist {dictaphone} [track 27^ A psi-radiation hit during the night. Everyone in the house and near the antenna immediately started moaning and attacking each other! Damn it all!][track 28^ Okay! I get it! What saved me was that I went to the bridge to take a leak, and when it hit, I ran not to the guys, but away from the base.][track 29^ .. I'm really shaking! .. I think I won't survive!! Goodbye, brothers!!! Everyone, everyone, everyone! Beware of the blue radiation!]
This gives you the After turning off the radiation, give the device to the new commander of Freedom task with the description:
After turning off the psi-radiation, you must bring the smartphone to the commander of the Freedom. One of the smartphones contains information vital to the Freedom members. Find it and give it to the Freedom commander.
Go to the guard tower west of the headquarters building, the one with the antenna on top. Go up to the top platform and switch off the psi transmitter. Then, head for the front gate. As you do, you may notice the target at the east train tunnel has started moving toward the base's front gate. Cross the bridge and meet him before he reaches the gate. If there's no dialog, back away and try again. It's hard to find the right spot, but eventually, this conversation comes up:
Conversation
- Lukash: Well, hello. My name is Lukash, and I'm sort of the boss here now. I was on a special mission, a long-distance raid, when this whole clan war thing happened here in the old Zone. The mission was secret; only Chekhov, may he rest in peace, knew about my squad! This gadget belonged to one of the Stalkers who stayed behind. He practically died right next to the base—all he managed to do was signal before he died. We were returning from the expedition, thinking the base was safe. By the way—thanks for helping Kostyuk's guys retake it last time! And now I'm picking up this signal. Okay, let's see what's on the smartphone now.
- Revived: When I left, the guys here were fine. Enlighten me, what happened?
- Lukash: So, I see, it was all for nothing... I mean, the last base capture. Now let's see, one night the psi-radiation turned on and zombified everyone here again. We don't know the reason, now we'll have to look for the power source of the zombification device. Let's blow it up!
- Revived: So what are you going to do next?
- Lukash: What to do, what to do... We have to root out the infection here and hold the Barrier. The evil is pouring out from the Radar, and the "Monolith" is pressing - we have no strength left! The attacks don't stop... damn, we're already exhausted to the limit. There's a ton of work to do, brother. By the way, maybe you could help?
- Revived: In such matters, Lukash, "by the way" doesn't work; you have to dedicate yourself to this task with all your heart and soul. I'd be happy to, but I have my own path in this Zone. I can't stay. I'm looking for a few Stalkers; I'll be hoping for your help in this matter.
- Lukash: Well... Too bad, too bad!! But everyone has their own path in the Zone, I know that for sure. I learned that the hard way. If you try to get sidetracked, the Zone will give you a good thrashing. And you'd be lucky if it leaves you alive... So who exactly are you looking for?
- Revived: Stalkers from Strelok's group. Ever heard of one? Strelok, Ghost, Fang, you know them?
- Lukash: I don't know anything about the group. I heard something about Strelok. And what did I hear? That he's a good shot!) That's all. As for the rest, I'll help you, but you'll have to help us too. Don't be offended!
- Revived: Deal. What should I do?
- Lukash: We sent one of our best fighters, Kostyuk, a friend of yours from the war, after our archivist. Anyway, we need to find him and retrieve our group's archive, so I can use our records to tell you something about the people you're looking for. I sent the archivist's data to your smartphone. He's looming over from the Valley. Well, since you're so responsive, I sent you the traffic data from the gadget you returned to me.
- Revived: Agreed.
This gives you the Find archivist "Freedom" task in Dark Valley and opens three teleports to the north. One near the Red Forest teleport and takes you to the ATP and the other two by the Barrier that both go to Radar. The ATP teleport is just beyond the Red Forest teleport, which you can walk around to get to. You can't get to the Radar teleports, instant death.
Follow Lukash down the road and to the north edge of Bloodsucker Village. When he reaches the north house he sends you a message:
Scar. There's a guy frozen on the tower nearby. Come on down, be a kind person, invite him in to warm up.
Climb the water tower ladder to find Sultan:
Conversation
- Sultan: You again?.. You're such a moose! I couldn't catch up with you at the Dump last time.
- Revived: And I see you're hanging around the warehouses again, you faggot? What do you think, honey-smeared here, as your brothers say?
- Sultan: Shut up, sucker, I'm here on business!
- Revived: Yes, I see your deeds - hanging around on the tower and looking at the horizon!).. and waiting for the counter-terrorist below to die of old age, ha-ha!), let's go, he's already died, the sick one!
- Sultan: I heard, I heard, you're not deaf! And have you taken care of the other Mutiki in the village?
- Revived: Well, I'll take care of those I haven't taken care of as I go!
- Sultan: Then, alright, I'll get off my rocky perch, bro!
- Revived: Yeah, get off, don't sit here and hatch your eggs, nothing will hatch, and I'm going about my business!
Follow Sultan as he goes to meet Lukash. It's hard to tell exactly what happens to Sultan, but he's dead. Talk to Lukash:
Conversation
- Lukash: Questions?
- Revived: What!? What happened?
- Lukash: Did something happen? This is the Zone, mercenary! Besides, you agreed to come with me yourself.
Lukash then returns to the base and you should see a green Trader icon on the water tower. First, follow Lukash to the base. Otherwise, he either gets killed or lost and it breaks the storyline. When Freedom gets their base back, Monolith moves into the checkpoint on the road to the Bar. While you're at the base, go into the barracks next to the bridge, find the small safe on a shelf in the back room (northwest corner), and get the Galena "Breakdown" artifact.
- It's about this time that you get an Autoscanner message: The Bandera detachment was destroyed in Limansk., everything goes black for a minute, then everything sways for a long time. I have no idea what that's all about, but if you Quick Save and reload, it goes away.
- There's a reward for helping Freedom. Sometimes you get it automatically (you get an on-screen message) and sometimes you need to see someone inside the main building.
- I did have one game where, upon my return to deliver the archive, the base was occupied by Zombies again and Lukash was no where to be found. I loaded a save from before going to Agroprom, but had the same results. I was forced to use the Galena "Breakdown" artifact and return as quickly as possible to complete the task. I then had to redo Cordon, Fairy Valley, and Agroprom. If you take this option, there is a teleport in Cordon that may be helpful. West of the Northern Farm is a valley that runs north. At the end is a drainage tile with a teleport. It's labeled "Garbage", but it sends you to the north end of the Bar, north of the Military warehouses.
Then, go talk to Serge standing outside the water tower door:
Conversation
- Revived: So, now you're in charge, Serge?
- Serge: Well, I am. As you can see.
- Revived: Yeah, you really helped me out on the last mission. Now what are you waiting for? And for old times' sake, can you send me the coordinates of some trails in the current Zone?
- Serge: You guessed it, we're waiting for something here... A single signal... And I'll send you an interesting adapter, why not? Just keep in mind, if you already have it in your data, don't hold it against me!
- Revived: Excellent, Serge! It's nice to find a friendly shoulder to lean on in the Zone, especially in these times. Anyway, I'm off, thanks in every way!
If you need to, you can also ask, The situation is this: I need to make peace with a certain clan. Is it possible to do this by paying a ransom? This is usually only necessary when you shoot a friendly. Sell your stashed items to Mikhalych the Trader. You may be tempted to use Galena "Breakdown" artifact to Find archivist "Freedom". This is a good time to see a certain merchant based in Cordon before moving on and the only way back from Cordon that I know of is through Dark Valley. So, go back to Red Forest > Forester's teleport > Cordon.
Cordon∨
Go to the Northern Farm and collect any reward you might have and sell any loot (you may be getting more soon). You can jump the fence or follow it south. As you approach the farm you get a message:
This is the Stalker base. We've got a dissolute woman hanging around here, silent, stupid, won't talk to anyone. Whoever gets her to talk, we'll give her to them, ha-ha!
Wait until you get them message to come and see the leader before talking to anyone other than the Trader. Continue on to Sidorvish's bunker by way of the tunnel, which has no traveling anomaly. As you approach the Rookie Village, Wolf radios you asking for help with the attacking NATO troops. Help them out and then go see Sidorovich. The guys guarding Sidorovich each fleece you for 1000 RUs going in and another 1000 RUs going out. Like Forester, Sidorovich cannot be disturbed between 21:00 and 06:00. Your conversation with Sidorovich goes something like this:
Conversation
- Revived: What's wrong?
- Sidorovich: Yeah, he's too cool, and too harsh for prison these days. She makes a cut out of the harsh ones, heh-heh.
- Revived: Hey, Sidor, go feed your homegrown philosophy to the newbies, there's a ton of them again. Any business?
- Sidorovich: Ah-ah!! So you've taken up the good old business!? I respect-e-e! That's what I wish for! Yes! Of course I do, it's just the thing for an experienced mercenary, and I pay well!
- Revived: If only it were like that right away, if only it were like that right away, .. you keep repeating yourself, you know.. half the zone is already talking in phrases, you old fart!)
- Sidorovich: It's a mercenary thing, how should I put it, hmm, a secret or something! Basically, no one but you and me is supposed to know about it! You know, I put up with all your Stalker "antics," but only until there's serious money involved. I don't give a shit about anything else, screw old Sidor all you want, heh-heh... So, some people were bringing me some documents, serious people, mind you, not just anyone—fighters from that same semi-mythical "Monolith" group! See what I'm talking about? Nobody, I'm telling you, none of our brother traders have ever met them alive, and then... [Sidor was practically purring with smugness] their representatives are supposed to come to me... [and then Sidor's face darkened] And then such a shitty thing happened, Scar, listen to me carefully, all the deadlines have passed and no one has come to me, and the worst thing is, here AT THE BORDER, IMAGINE, several dead Monolithists were seen. ... DO YOU UNDERSTAND? A "MONOLITH" AT THE BORDER! That's no way, mercenary! Tell me what - you find their bodies for me and search them. If you bring me anything on this topic, I'll pay the highest price, the bastard! So what?
- Revived: Agreed. [But you'll get it, fat hamster, not my documents! - Scar grinned to himself.]
If you talk to Wolf, it goes like this:
Conversation
- Wolf: Stop, mercenary!
- Revived: I'm standing
- Wolf: Tell me, where did you take that girl from the Cordon last time?! She hasn't been seen in the Zone since.
- Revived: Well, first of all, it wasn't me who dragged her away, but she who dragged me away. To search for her father. And what? Did you fall for a new girl?
- Wolf: "She didn't just fall for me, she didn't just fall for me," [the Wolf drawled], "but, by the way, it was me who received her signal about crossing into the Dark Valley! And you took the girl away and disappeared without a trace!"
- Revived: Okay, fine, don't worry – here's what I know: the last time I saw them was with her father in the Red Forest! But I won't tell you who her father is – I promised to keep quiet.
- Wolf: "Keep quiet, keep quiet, since you promised!... This is a different matter – there's a strange rumor going around among the Stalkers that women are disappearing from the Zone all of a sudden! There weren't many of them here anyway, just a handful, loners, they didn't fit in with the clans, you understand why – conflicts among the men would immediately start because of them, discipline would go out the window, well, you understand, in short... So, those Stalkers who knew these lone women started asking around everywhere, whether anyone had seen their acquaintances, and the answer was always the same – they hadn't heard or seen anything. Absolutely... the women are disappearing... [Wolf paused for a second] I haven't seen you for several days – have you seen a single woman since then, besides Anya?"
- Revived: Ha! You're going to love me even more now, Wolf! I've seen countless women by the standards of this place! [The Reborn grinned cheerfully]... But, anyway, in this zone [Scar deliberately didn't emphasize the words "in this Zone"] I've only met one so far, but she disappeared rather quickly... wait, you're right, she vanished right before my eyes, even without any teleports - I later walked around the place where she was standing... hmm... And you're a master, Wolf, at throwing new riddles at me... [Scar himself, for the first time after Wolf's words, realized what had actually happened after the Zone threw him and Zarka here.]
- Wolf: "Hey, hired hand, stop daydreaming!" [the Wolf's voice interrupted his thoughts] "So, the beauty went to the Red Forest, did she?"
- Revived: [Scar wanted to object, saying that whether Anyuta was a beauty was a rather debatable question, but, looking at Wolf's bleary eyes, he didn't argue and simply nodded, adding] - So, as far as I understand, you've decided to ditch the newcomers here and head deeper into the Zone? [Scar couldn't resist a sarcastic remark]
- Wolf: "I'll go and be right back!" [the annoyed Wolf grumbled]
- Revived: Well then, okay! Let's do this – if we happen to cross paths somewhere, we'll exchange information on this topic. It's all so interesting and unusual.
- Wolf: Of course! [the Wolf grinned in return...] What else would you expect men in the Zone to talk about besides women? he teased Scar.
The Rookie Village is under constant attack by N.A.T.O., who eventually overrun and clear out everyone but Wolf. When that is the case, the N.A.T.O. troops spawn continuously, and even enter Sidorovich's bunker to shoot you in the back.
The first document, Project <<Blood>> doc No. 1, is on top of the tunnel leading to the Swamp (the teleport isn't open yet). The easiest way to get there is to jump the fence near Sidorovich's bunker and follow the fence south to the tunnel. If you stay on the east side of the fence, you may have to take out the machine gunner with a sniper rifle. If you try the tunnel, you get the following messages:
- After the complete destruction of the Clear Sky group, this deserted area appeared in an unspecified reality. Your actions, Reborn, can show this.
- Two information fields were discovered in the undeveloped territory, if we count the “monolith” of the lost command post “PSI-CAM”.
This means that there is something you must do before you can access the Swamp, and there is a good chance that some documents may be recovered from there. The second document, Project <<Blood>> doc No. 2, is along the south edge of the swamp on the west end. The third document, Project <<Blood>> doc No. 6, is south of the derailed train engine by the east tunnel. If you've received the message from the Stalkers at the Northern Farmstead, stop by on your way to the third document. When you have all three documents, head south toward the Darkscape tunnel.
You should have received a message from the Stalkers at the Northern Farmstead by now, so go talk to Valerian:
Conversation
- Valerian: Do you want to talk? I'm listening!
- Revived: What kind of woman did your boys get, Valerien Batkovich?
- Valerian: Let's go, I'll show you! And stop calling me Valerian, you're driving me crazy! It's not funny anymore.
- Revived: I really like your French profile, don't get upset! Well, let's go. We could go and admire such beauty every five minutes.
- Valerian: Don't mess with me! If you don't want to, I'll go and check on her myself. She needs constant supervision. Otherwise... look how many hungry men there are around...
- Revived: Okay, that's fine. I'll take her from you!
Follow him to Olga's cell and he tells you to talk to her. You can walk through the gate to have Olga fix your gear.
Conversation
- Olga: Uh, do you have vodka?
- Revived: Vodka - drink! Great! How's life, you poor thing?
- Olga: You're the one who's miserable! The same to me! Another psychologist has appeared.
- Revived: Oh! Have you regained your gift of speech? And the guys were complaining to me about finding a "mute" girl!)
- Olga: What is there to talk about with them?.. All their conversations turn to the bed in the second sentence.
- Revived: Well, I can understand the men. Some of these guys here haven't seen a live woman in two years. Don't worry, they themselves stated the condition that whoever you talk to will let you go. And in my humble opinion, I'm that "he"!)
- Olga: Okay, okay... Tell you what... let me fix your armor or a gun, and you send me info on the passages in the Stalker Zone that you have. If you have any, of course. Yeah?
- Revived: Really, why should I salt these transitions? Salt them, so be it. [I'll have to see later where she's headed, thought Scar.]
Olga can repair your equipment if necessary (I always seem to get to Forester's when he's sleeping). Valerian leaves and as you walk away, Olga vanishes. If you follow Valerian, he walks into a hillside and vanishes, too. As do all the others and the camp is deserted.
Dell Lighting standing (Darkscape)∨
When you spawn from Cordon, there are several Pseudogiants just outside the tunnel opening. I recommend jumping in the working Goatling and driving down the road a ways. However, you can use a Lighting artifact to clear the way if they're grouped together. Also, you get this message:
Find and mark the location of the reality modulator on the map. WHAT DOES IT LOOK LIKE? You'll know it when you see it. The coordinates of its location are recorded in the PDA, after which you can continue your journey.
There's some friendlies at the Saw Mill, but the area is mined, so approach carefully. At some point, and usually in this general area, you may get this message:
Autoscanner information field: WARNING!!! WARNING!!! The object disappeared.
This was followed by a thought: I hope he fixes everything Autoscanner for Zarka. I have no idea what it means.
There's a Trader with limited resources named Artifact Hunter that you can talk to:
Conversation
- Artifact Hunter: Huh? What? Puff... Puff... Whoa! Puff... Hello to the most famous mercenary in the Zone!
- Revived: Come on, otherwise I'll blush right now!) This celebrity is already driving me crazy!
- Artifact Hunter: So, you're interested in art?
- Revived: Yes, you advise me which ones are better to take.
- Artifact Hunter: The most essential ones are for reducing blood loss from wounds, restoring health, and increasing endurance if you like to carry a lot of loot. Here, choose from what you brought back from the last raid. Your armor is pretty good; I hope the technicians have already figured out how to drill another hole for the artillery.
- Revived: Yes, maybe you can recommend some armor?
- Artifact Hunter: Yes, yes... greetings to the plovers!.. Artifacts, artifacts... I'm interested in them, my dear ones, where would we be without them now?
- Revived: By the way, can you tell me anything about the armored vehicles?
- Artifact Hunter: Yeah, easy. The best armor, in my opinion, is the SEVA suit. It also has a fifth slot for artifacts, and you'll have a whole bunch of 'em. Why is it the best? And it has a fucking awesome night vision device built in. And what's so fucking awesome about a night vision device? You know the "Burning Fuzz" anomaly? Everyone knows it! Well, it's now adapted to jamming the visual center of Stalkers right in the brain. People are freaking out, like, "What? How do we fight this new scourge?" They wouldn't have figured it out if one guy hadn't gone smashing through the Red Forest at night. Yeah. "He says he's crazy, I'm not afraid of anyone. He walked the whole forest—well, about five meters—and back, and then he remembered he was walking with his night vision on and Fuzz hadn't turned it off." That's how another piece of folk wisdom was born while drunk! There you go. You can buy a jumpsuit if you can save up the cash, at Yantar near Sahar. Exotics are, of course, unrivaled; you can carry up to 100 extra kilos with them, but where can you find them? You can't even get a regular one anymore, let alone dream of a Svobodovsky or Monolithovsky... it's a real mess with Exotics! Unless someone tries their luck in Limansk.
There's a group of Marauders at the bridge. If you're driving, you can just speed past them. However, you may be returning, and with limited firepower. So, you may want to clear them out. Mutants (including a Controller) are at the pond and you'll need to clear them out first. Again, if you're driving, there may be anomalies blocking the bridge and you must drive through the low spot on the left. Otherwise, you can just go to Dark Valley.
Dark Valley∨
Your arrival triggers an emission, so head for the nearby farm and clear out any hostels. Dark Valley is full of artifacts and it's easy to get sidetracked from your primary task, which is to pick up the flash drive from the dead Archivist. When you do, you get Take the case with the archive located in the north factory complex. Use the west entrance of the complex.
As you near the complex, you encounter the instant-kill holograms. It seems that if you save while near or inside the complex and reload, the holograms stop (it's worth a try). Inside the base, make your way south to go under the leaning section of wall, through the Electro anomalies, and between the front (east) building and the connected garage (west). Use the fan motor to jump through a window of the garage (where there's a BTR that fires on you if you get in front of it). Go up to the second level and attempt to open the office door to get a message:
All the rooms at the base are opened with Chekhov's personal key! You need to find the key.
Leave that building the way you came in and enter the east building through the open door. Go to the stairs that take you to the roof and find the dead Stalker with the key. Return to the room with the BTR and unlock the gate to the room with the case. When you pick it up you get a task update:
Take the case containing the archive.
Leave the complex through the west opening and use the traditional Garbage teleport, only it takes you to Fairy Valley.
Fairy Valley∨
When you spawn in Fairy Valley, you get a message:
Find survivors and escape routes.
- If you get too close to the edge of the map, you get hit hard with radiation.
- Transitions: (other than to Dark Valley) Northeast corner, northeast of the teleport in the tree that goes to Forest of Oblivion and opposite the Garbage.
- I found a stash under the large boulders along the east side near the north end and another in the northwest corner.
Go northwest, you see a illuminated pillar. When you get close enough, you get a warning and need to sprint east to get out of the Death Zone. Now you should see an Important Character marker near the center of the map, which is the Fairy Forest house. Go in that direction. As you do, there is thunder, the pillar vanishes, and things start swaying again. A Quick Save and reload makes it go away.
The conversation starts automatically when you get close enough:
Conversation
- Fairy Forest house: "So this is what you look like, traveler... come closer."
- Revived: I'm coming!
- Fairy Forest house: - Even closer.
- Revived: Yes, I'm coming, I'm coming!
- Fairy Forest house: - Closer...
- Revived: I'm coming!
- Fairy Forest house: "Now I can see for myself that you... um... are suitable. Stay right where you are!"
- Revived: I'm standing here... Why do you let people treat you with such cruelty? And anyway, who are you and what are you doing here?
- Fairy Forest house: "First of all, I'm not the one keeping anyone out of here. I don't know who is. And I have no idea what atrocities you're talking about. Secondly, I don't like being disturbed, and I'm actually quite happy that someone arranged things this way. The birds sing here, and the mutants are so sweet... unlike my previous ones! Thirdly, judging by those who came to me before you, I'm from very, very far away. The only creatures I recognize here are those hellish dogs over there, but I hate them just as much as I always have!"
- Revived: Whoa!!! [Scar was taken aback.] How did you even get here then?
- Fairy Forest house: "How, how... I fell asleep as soon as my nightmare ended, and woke up here... like Dorothy who ended up in the Land of Oz."
- Revived: Ellie? The girl from Arkansas?
- Fairy Forest house: "No! Like Ellie - the Fairy of the Killing House! Ha-ha-ha! Get him!"
- Revived: ...?! Damn!!!
She vanishes and several mutants spawn. There's a corpse on the hill with information on the Garbage teleport (you have to save and reload before it shows on the map). From there, go toward the northeast corner and look for a teleport in a tree. Just north of that is a teleport to Forest of Oblivion, which you might need much later in the game.
Now, southwest to Garbage. Take a side trip to Agroprom for the next Squad Leader task. This task initiates the Find Sakharov task. There are three squad leaders to get the task from in Agroprom; at the south factory gate and either side of the swamp. However, there's a possible bug with the Mercenary where the target doesn't show up and the item is missing. When you accept the task, you get a message: SOS! SAVE! I SCOUT NOW LEAVING A group of scientists from the swamp. It doesn't seem to matter whether you do one before the other. You can even pick up the suit on your way to the SOS location.
Examine the dead scientist and get: Check information. When you get to the target, Professor Semenov leads a group of scientists and a female Stalker in from the Swamp. Ask one of them What happened? Where are you running (to)? to get Hurry! Our scout gave "SOS" from the cave! and a task update PROTECT scientists. Snork, distract them! Go back to the cave, staying uphill, and fight off the Zombies and Snorks coming from the cave. At some point, the opening cut scene from Clear Sky starts and you can Esc out of it. Once all the mutants are down, there's another thunder clap and the female Stalker vanishes. Talk to the lead scientist, Professor Semenov:
Conversation
- Semenov: Thank you for saving us from those terrible creatures, mercenary! This is the second time you've proven that we made the right decision in hiring you! By the way, where did you mysteriously disappear to after the emission in the Swamps? We managed to weather it in a train car that was standing on the tracks, but you weren't with us when we got in there, as you had instructed. Where did you go? Why are you looking at me like that? Don't you remember? It happened literally half an hour ago... Wait, do you even remember our contract?
- Revived: [WOW!!! Well, I'll be damned!... the thought flashed through the Reborn's mind, but aloud he only said:] You know, I vaguely remember something... um... but the word "vaguely" doesn't quite express it... [the mercenary faltered and fell silent, knowing that he should have chosen his words more carefully in this situation]
- Semenov: Well, I see the Emission didn't spare you... [the professor, without realizing it, switched to using the formal "you". This was most likely a consequence of the separation in his mind between this Scar and the one who remembered nothing] Or rather, it spared you, but not your memory again... Let me remind you, we made a deal. And here's the deal: you take us to Yantar to the autonomous scientific station, and we recommend that Professor Sakharov take a break from his psi-field measurements and work on your memory. He's the only one in the Zone who has his own research on this topic, and he's even conducted some experiments on zombies. ...You're not a zombie, are you, Scar? By the way, here's your weapon! We were looking for you, but only found this. Take it!
- Revived: Thank you... What?? No, I'm not brainwashed... although... who knows... Well, I understand that the contract is still valid - I can escort you further to Yantar to the professor?
- Semenov: That would be wonderful! Wonderful!! Let's set off immediately, before something else happens!
Lead Semenov to the Yantar teleport just as you did with Beard. It seems you must be between the fallen tree and the teleport to keep Semenov moving. Otherwise, he stops, sits down, and you have no way of getting him going again because he's past the teleport. If you teleport to Yantar before Semenov, you break the storyline. There is a thunder clap when Semenov teleports. Turn in the suit to the squad leader and return the case to Lukash. And remember, there is a Flash artifact in a stash box near the Bar to Garbage teleport, and if you walk into the teleport and select No, you get teleported to the north checkpoint.
At this point, all remaining Squad Leader tasks are optional. However, some of the rewards may come in handy, such as the Psi-Helmet for Red forest (Radar) that you receive for completing the USB drive with movies on it task.
Catch up with Fang∨
If the Freedom base isn't under attack by Monolith when you get there, it will be soon. Help them fight off the attackers and then talk to Lukash (you may need to try several times to get this conversation):
Conversation
- Lukash: Thank you for your help! Without the archives, I'd be completely lost. They contain the list of transactions, contact lists, and much more...
- Revived: What about my topic?
- Lukash: You kept your promise, and you've helped our guys out more than once, so, as you can see, we have some info on Klyk (Fang). He was looking for some electronic parts from us, then he left, and then you showed up and asked Chekhov about him! Chekhov gave our technician a task, he hacked Klyk's gadget's frequency, and Chekhov leaked it to you on your PDA, then you followed the trail to the Junkyard, and then... and then darkness covered in shit... I mean - in gloom! You should know more than us about what happened next. Okay. About Ghost. According to our data, his smartphone showed the most activity in Yantar, near the factory. That's all. About Strelok... well, well... someone saw Strelok in the recently opened Bar area. There's no other information, sorry!
- Revived: Thank you for the information.
- Lukash: Well, [Lukash looked at Scar critically] - even though you're a former mercenary, you still evoke a feeling of sympathy in me... listen. These are literally the latest data in the archive on Fang, from after the emission [check it out, the Free Stalker hinted] - here, I've transferred it to your device, and unfortunately, I can't do anything more for you right now [Lukash emphasized "right now"]. And be careful! The signal is coming from the Northern Wastelands; before the last emission, there were no roads leading there. Therefore, it's a wild and unknown place!
You get a message:
A new base of Freedom has been established! Cool and stylish guys - welcome!
You also get your next task:
Catch up with Fang.
If you open a dialog again you have the following conversation:
Conversation
- Revived: Excellent! Thank you! And where did you point your skis from the base, if it's not a secret?
- Lukash: Nothing! Just keep an eye on your surroundings. I've heard a lot about those bloodsuckers... and nothing good. Maybe I should cover you on the way? [The Reborn was curious about where Lukash was going to ride alone through the Warehouses; it seemed like something interesting was brewing for the future. In the Zone, any information is important, even something overheard or glimpsed... anything can come in handy.]
- Revived: Ha! Don't joke around, friend! Find me at least one stalker who'd tell me something good about owls!) And we can walk you there, why not, you're an experienced guy, and not one of ours, which is important!) Okay. When we get there, just let me have a little chat with that guy, okay?
- Lukash: Dealt with!
- Revived: Okay, let's go to the house behind the tower. I got the signal from there. We'll figure out what's going on once we get there.
- Lukash: Ok! Let's move.
- Revived: Well, Lukash, I'll go about my business. Farewell for now!
- Lukash: Well then... good luck to you, stalker.
I think this was supposed to happen before Lukash ran off into the Bloodsucker Village.
The target for Fang is in ATP. Go left around the Red Forest teleport and through the building.
In ATP, follow the road west, to the complex. There are three dead Stalkers and someone from NATO in one building. The target is on the roof of the center build. Make your way up there to find a blue stash box and get an update:
- The Catch up with Fang task is canceled.
- Search Pripyat for Fang.
- Find Fang by following the tracks he left in the Zone.
And Fang's Smartphone:
I made my first stop here at the ATP high ground between the warehouses and the Rostock Plant, retrieved the stash left by our group, and I'll leave my smartphone for our guys. I'm going to scout the road to the North through the western territories. Strelok said that the direct route to the North is very dangerous and we need to look for alternative paths. I have some information. I've summarized what the Stalkers I've met are saying, and the picture is this: anomalous fields and the spatial distortions they create are attracted to masses of solid metal. It's no coincidence that almost all metal objects in the Zone "radiate" something. The most distorting effect on the Zone is produced by the rails of the remaining railway tracks. The Zone is so warped by this "long" metal that cracks in space often form. I'll verify this information. You, Strelok, and you, Ghost, keep this in mind and check it whenever possible. That is, if the North-South routes are closed, then it makes sense to look for West-East passages. This way we can find new paths in the Zone! And that's worth a lot!
Pripyat (east)
The quickest way to the target in Pripyat (east) is to return to the warehouses and use the Tellurium "Breakdown" artifact. Be sure to pack your Gravity Gun. You spawn in the air vent leading to the Jupiter Underground near the Laundry Mat. There are mutants all around and you may need to kill a few before you climb the ladder out. Directly in front (as you exit the air vent) is a half-round cement tile with a stack of cement slabs beside it. Use that stack to clear out any remaining mutants. Then head for the Kindergarten, which is protected along the south by a Spacial anomaly. It's best to approach it from the northeast.
Go up the stairs to the second level of the southwest wing and through the window of the room with a structure that goes through the roof. Climb the structure to get on the roof and locate the backpack on the far side of the air vent. This triggers a cut scene that shows a illuminated pillar like the one in Fairy Valley in the Book Store with Zarka and Awareness, and you get a task update for completing Find Fang by following the tracks he left in the Zone. When the cut scene finishes, get the Documents collected by Fang in the backpack:
Shooter! My gut feeling tells me I won't get out of here alive! They sent some mercenary after me, he's been on my heels for a while now, I feel he'll catch up soon. They say his name is Scar. What he wants from me is unclear, most likely it's a contract killing. Anyway, listen. I found a group of dead eggheads here, and you know... crazy as it sounds, the information is very interesting - and I decided to stay in Pripyat to find the documents they had, but... if the mercenary finds me, I don't know... I don't know... In short, I saved the coordinates of what I managed to find in my GPS. If they finish me off here... don't be angry, brother!
Task update:
Finally, find Fang himself, dead or alive.
Check your PDA and see if you have this task. You may not get it until you step away from the backpack. Drop down off the roof to the stairs and go to the Book Store and ignore the ringing phone (answering it triggers an emission). When you get there, you get a message that the item has gone. The next target is behind the Laundry Mat. When you get there, use the washing machine to get over the fence. When you open Fang's GPS, you get the following messages:
- S.T.A.L.K.E.R.: Fang, the situation has changed. Someone found out that we were in the center of the Zone and has opened a hunting season on us. We need to act as quickly as possible. You'll find the detailed plan in the stash. I've changed the code.
- New Tast: Find other items belonging to Fang. The target moves to the Vine anomaly.
- Task Completed: Finally, find Fang himself, dead or alive.
- Lebedev: Mercenary, this is Lebedev. The information from Fang's PDA confirms my suspicions. An unknown group of Stalkers has been to the center of the Zone... I don't know how, but they even managed to survive the Great Emission. It would have been better if they had died. The emissions won't stop until the path to the center of the Zone becomes a secret again. Now it's either this: we destroy these Stalkers, or the Zone, by activating more and more emissions, destroys everything living inside the perimeter, or even further. Clearly, it would be better if we dealt with them first, but for that we need to hurry. Fang's PDA contains the coordinates of their hideout – there we will surely be able to learn new details about the group's plans.
Go to the Vine anomaly and up to the room with the backpack. On your way up, you get a new task, Detected active gadget. Go talk. Take the Documents Project'Emission' No.1:
The research conducted by our research group, under the leadership of Professor Ignatov, indicates that the generally accepted version of the origin of the so-called Zone with its epicenter at the Chernobyl Nuclear Power Plant is fundamentally incorrect. We present our conclusions, based on the conducted research, in several documents distributed among the members of the expedition group. In particular, I have the adapted and classified analytical results of measurements of the encountered psi-fields south of the plant along the vector direction towards the Duga radar object. Senior Research Fellow Kudryavtsev S.I.
The Jupiter teleport opens to the east of you, and the Find other items belonging to Fang moves to the school. If you're wearing an exoskeleton that doesn't let you sprint, you aren't going to make this next part. Use the backpack to store your suit and unessential items for now. Climb back down the vine and head north to the Prometheus Movie Theater and check out the active gadget. As you near the theater, you get a warning about an emission and you have to sprint back to the only safe place, the Jupiter air vent. Climb down and wait for the emission, only, suddenly you're transported to the gadget location, where you find Korchoi:
Conversation
- Korchoi: You look awful! You should get more fresh air.
- Revived: Are you kidding me? You're such a joker! Tell me instead, how do you get to that nine-story building where the anomaly is, if you're not a monkey, you know?
- Korchoi: I'm not a monkey, you're right about that... Hmm, but why on earth should I help you, human?
- Revived: That's true... So, you know how to get to the top, oh, guru of Pripyat's nine-story buildings? And what's the price?
- Korchoi: Do you have it?
- Revived: Here, take the money!
- Korchoi: Okay! I've sent you the first piece of information, obtained with blood and sweat, to your PDA. Reboot it and everything will appear on the map. The teleport coordinates are there. If you need anything else, come back, since you're so rich! (If you check your map you see to local transition to the southeast. The northern one takes you to the southern one.)
- Revived: Well, let's continue the cultural exchange of values.
- Korchoi: So what are you interested in this time?
- Revived: And what about all those hidden passageways, invisible and inaudible, until you stumble into them with your curious nose? How much for that kind of information?
- Korchoi: It's all the same! How are you?
- Revived: Here, take it!
- Korchoi: Okay! I've sent the information to your PDA. The coordinates of the hidden passage. If your curiosity hasn't subsided yet, come on over! (Again, two more local transitions appear.)
- Revived: So what? We've been through worse, as they say.
- Korchoi: So, what kind of challenge should I throw at you this time?
- Revived: I see you still have something hidden away, are you ready to share? How much is there?
- Korchoi: I'm not changing the ferry fares!
- Revived: Here, take it!
- Korchoi: Okay! I've sent the information to your PDA. Just in case, I'll mention that there's something else interesting as well. (This shows the Fang in the school, which is useless.)
- Revived: Well, since we're on a roll with all this information, let's continue.
- Korchoi: And what did you want to know this time?
- Revived: I'd really like to find out the coordinates of the transition points from Pripyat to other locations in the Zone. How much would that cost?
- Korchoi: Yes, according to the tradition that has developed over the last couple of clicks.
- Revived: Here, take the money!
- Korchoi: Okay! The coordinates for the transitions from Pripyat are on your PDA! Well, that's all for now, I'm out of information. I'll go look for other mysteries of the Zone, since there's such a demand for them! (Two portals open along the south, the west one goes to VaHey rustles and the east one to Jupiter.)
- Revived: Goodbye, old woman!
Of the local teleports Korchoi gives you, only one holds any value. East of your location, near the River Port. The furthest one is inside a green booth, which is inside a fenced-in area on the northwest side of the River Port building. Use it to be teleported to the bottom of the elevator shaft in the Yubileiny Service Center. The translucent plant in the center is actually the Halkantitovy "Breakdown" artifact. It's difficult to pick up, but if you keep moving through it, eventually you see the artifact itself and can pick it up. Use it to be teleported to another level of the elevator shaft where you can exit.
Now head east to the next target, which is the school. Climb into the south window where the dirt is piled up and go up two level to where the north wall has given way. The stash another level up, but closed off by gates at either stairway. Align yourself at a southeast to northwest angle and sprint-jump to the slab that's fallen on the north end. Here, again, you may need to drop your exoskeleton suit temporarily to make the jump. Now you can go west to access the other Fang corpse and stash with the Documents Project'Emission' No.2 document:
Based on the measurements taken, the highest concentration of psi-fields is observed along the vector between the Duga radar and the Chernobyl Nuclear Power Plant. Unfortunately, this data needs to be refined by a more fully equipped research team protected from the effects of the Zone. It was not possible to get close to some of the locations necessary for accurate measurements and conclusions. Nevertheless, thanks to the initial analysis of the collected data, it is highly probable that there is a concentration of psi-fields along the underground route of the power cables between the two objects mentioned above, which were undoubtedly under voltage at the time of the accident. Professor P.F. Ignatov. \nEncrypted mathematical data from the scientific group of Professor P.F. Ignatov.
The Find other items belonging to Fang target moves to Jupiter, another teleport opens, and there is a screen message:
ATTENTION! The information field scanner has detected an underground teleportation device within a 30-meter radius.
Jupiter
You can probably hear the teleport. It's on the lowest level at the west end of the south wing (that you're in now). It takes you to the Forest of Oblivion (no need to go there yet, unless you want to scout it out). To get to Jupiter, there's a teleport in the northeast, one in the south, and the Tellurium "Breakdown" artifact. However, I recommend you can go through the Underground and pick up a Monolith Elite exoskeleton that will come in handy later and it gives you a chance to turn the gas off in the Underground. The trick to the Underground is the closed doors. You have to stand next to them for 5-10 seconds and they open all by themselves. However, if they don't, back up and approach again. This only works for the doors you must get through. Some of the others won't open. Here's the walkthrough:
Use the catwalk to access the crane control room and approach the levers to get a message: To activate with unpredictable consequences. Push the lever to shut off the gas and get another message: The supply of poisonous gas has been suspended.. Retrace your steps back to the platform and go to the office on the north side of the crane to get the Monolith Elite exoskeleton suit that lets you sprint, has a 250 kg. capacity, and five artifact containers.
Follow the passageway north under the partially opened large door and continue through to the passageway on the left at the end.
Follow the passageway and up the stairs to the next closed door. The easiest way through the anomalies is to stay against the west wall and sprint over the mound. Continue north to the large door. It seems this door acts different with each game. If it doesn't start to open as you approach it, stand by the small door on the right (east) until the large door opens and continue north to the large elevator. Be aware that you only get one chance to get through. Once it slams down shut, it does not open again. Go all the way to the end to reach the teleport at the far end of the freight elevator.
As you leave the Jupiter Factory building, a few Burers are waiting for you. I've had as few as two and as many as nine. Also, there might be a Controller near the factory gate that you want to eliminate now to make things easier later on. Finally, there are two stashes in the front (north) building and a teleport to a third.
Go to the target for Fang's document. It's in a small stash box on a ledge. You can try to fall onto the ledge, but I found it slightly easier to go for the light protruding from the wall. In the stash box are the following items:
Documents Project 'Emission' No.3 document:
Please pay special attention to these documents. They cost almost the entire group their lives. Fragments of a transcript found in the laboratory. The participants in the conversation are unknown. %c[25,240,25,25]//- No, no! One combat experiment was conducted after all. Just one, because it was during that experiment that the entire technological circuit of the Chernobyl NPP - the Duga radar system - burned out. The results of even a test strike of the "Psi-fist" project were catastrophic. You know this. - I know your theory. But I am a pragmatist and prefer to deal with the problems that exist now, rather than studying their origins. - That is, you are not interested in the reasons why the most carefully prepared circuit burned out? 30 years have passed, and you see what America has become, and most importantly, what has happened to the population of Ukraine, which fell under the reverse radiation mask. Except for the southeast and Crimea, where it simply didn't reach. As a result of the erasure of ancestral memory, generations have grown up speaking Russian, thinking in Russian, and yet feeling no ancestral connection to Russia and all of Russian history. Mankurts, in a word. And you want to continue the experiments? - Aren't you confusing the constant "radiation" of the 5th channel with the one-time action of the reverse mask? Just kidding, just kidding...//
Fang's PDA with data on the group's stash on the Radar:
I hate it when someone breathes down my neck! I've slipped away from Pripyat, and I'm leaving the most important things here for you guys. It's funny that half the Zone has already been to our fake stash under the Agroprom, and the mercenaries are even maintaining a constant ambush there. They must have been paid handsomely for that. / Strelok, you changed the code to the bunker with the stash, but I have the access card for the entrance to the stash itself. Ghost, you'll find the second card, for the bunker entrance, near the helicopter in the forest on the radar near the rocks. You'll understand where it is. Hermit is no longer responding. That's worrying. / I'm returning to Pripyat, I'll try to get down to Lab X-8. That's where the real secrets of the Zone are for sure. If I get killed in Pripyat, don't be angry, brothers! By the way, there's an entrance to the Underground in this hangar, but I don't have time to go there myself. A Stalker technician is lurking nearby. But what he's really looking for is unclear.
Access card:
Access card to the bunker at the Radar, leading to the hideout of the Arrow group.
The Bitumen anomaly may have several NO INFO / Unknown Object artifacts that give +6 Endurance and +100 kgs weight capacity. The downside is that they each weigh 100 kgs so you must put them on your belt. Traders pay 25,000 RUs for each. Cross, the Trader north of the Quarry, has competitive prices. Some additional notes on Jupiter:
Teleports
- Fault — The small room along the west wall of the Eastern Tunnel, no autoscan message.
- Zaton — North end of the road next to the Cement Factory.
- Chernobyl 1 — The northwest train tunnel, no autoscan message. Turn around and go through the teleport that takes you back to the Iron Forest in Zaton.
- Yantar — On the Mobile Lab roof, the door between the two generators puts you inside the mobile lab behind the closed-off area, giving you access to the teleport.
- Pripyat (east) — Between the Container Warehouse buildings. The main part of the map is fenced off. There's a mound of dirt behind the Laundry Mat where you can jump the fence. You can access the Jupiter Underground from the air shaft (as in East).
- Pripyat (east) — Southwest of the Volkhov AA Complex by the small boat (you have to jump the fence).
- Jupiter Underground — Jupiter Factory's large elevator (which you've already found).
Stashes
- Jupiter Factory's north building — There's a backpack on the ground floor, southeast office. There's also a hidden teleport in the northeast corner of the fourth level room (east side) that takes you back to the Eastern Tunnel. There's a backpack along the south wall. This may spawn some mutants, which you can clear out with Noah's shotgun from above.
- Jupiter Factory's north building — The stairs north of the skywalk has a Lighting artifact in a backpack at the top.
- Yanov Station — The passenger car to the west has a backpack.
- Mobile Lab — Stash box.
- Volkhov AA Complex — Safe on the lower level.
When you're done exploring Jupiter, go to the mobile lab's roof and use the teleport. This puts you inside the lab where there's another teleport to Yantar and a Psi helmet. Go to Yantar and continue the Find Sakharov task by visiting Semenov in the mobile lab.
Find Sakharov∨
Proceed to the Yantar mobile lab. As you approach the lab, you get a message:
Unknown Stalker, the current work shift of the scientific expedition has been moved to the Northern Wastelands in the vicinity of the Jupiter plant. This anomaly research complex is temporarily mothballed until the next shift.
Go inside the lab and talk to Semenov:
Conversation
- Revived: Yes, Professor, I completely forgot to ask, who was that young woman who was with you at Agroprom, and then disappeared somewhere?
- Semenov: What are you talking about, Scar! There was no girl with us! Are you sure you weren't imagining things?
- Revived: I saw her, just like I'm seeing you right now, Doc.
- Semenov: Hmm. Don't you think these are residual manifestations of your memory problems?
- Revived: Really? I don't think so... But I promise to think about it.
- Semenov: By the way! This might help you – Professor Sakharov, as far as I know, also worked on the memory problems of those Stalkers who were exposed to radiation here in Yantar.
- Revived: Well, that's interesting information! Thanks, I didn't know that.
This gives you the Find Sakharov task. The target is the mobile lab in Jupiter.
Conversation
- Revived: And may you stay healthy!
- Semenov: Good to see you, Scar! The situation is difficult!
- Revived: Tell me about it—it couldn't be any more complicated! I’ve never in my life seen so many brainwashed people.
- Semenov: That’s not the point... While we were making our way back from the Swamps, this research station was—for some reason—put into lockdown, without anyone telling us a thing about it. There’s no communication. No supplies. And the power is running out.
- Revived: Inhabited by robots... [just kidding] Hmm... What you listed is actually a typical state for a stalker, doc.
- Semenov: Really? Well, I don't know... I don't know. For the time being, there is nothing I can do to help you on my end—aside, perhaps, from offering you shelter during the emission. As for the financial compensation stipulated in your contract, that can only be paid out if we actually manage to re-establish contact with the "mainland."
- Revived: Ah... So that’s what you’re getting at. Well, I won’t rush you on this matter, Professor. Take your time—whenever you can manage it. I completely understand.
- Semenov: Really?! I am very—very—pleased! To be honest, judging by the local crowd, I thought we were in for a strained relationship. Well, as soon as I have something to report to you, I’ll certainly drop you a line! Your smartphone, by the way, is the only one our equipment can identify. I’m baffled... we’ll have to look into that as well. But for now—as a reward for your assistance—I’d like to present you with a psi-protection helmet, tuned to the frequency of Yantar, and—quite possibly—other sources of psi-emissions as well.
- Revived: Didn't expect that! Well, thanks, Doc!
This conversation triggers a swarm of mutants that you can take care of by sprinting to the east side of the lab and climbing to the roof. Then, use the Tellurium "Breakdown" artifact to go into the section of the lab where Semenov is and take the teleport to Jupiter.
At this point, the first time you go to Jupiter, you get a message: Find Live and an Important Character shows at the Helipad in the south. You can go talk to Starikov, a Clear Sky technician, now, or wait. From this point on, the Helipad is the spawn point for the Tellurium "Breakdown" artifact, which you will use when you finish with X16:
Conversation
- Starikov: Hey, Scar, where did you come from?!?
- Revived: Wow, that's amazing! I didn't expect that... And can I answer your question with a question?)
- Starikov: Like, how did I even end up here myself?
- Revived: Well, yes! Something like that.
- Starikov: As they say, that's a good question! Anyway, the moment I left to get some parts, someone completely looted our base. And then the whole group disappeared somewhere... So I started wandering around the Zone, and I learned from the "eggheads" in the Swamps that the new ANS at the Jupiter factory needed a mechanic. For themselves, I mean, the scientists. So I set off, praying and keeping a low profile, slowly heading east – and that's how I got here. And just now the station sent me a signal, so there must be someone there. Maybe we should go there together?
- Revived: Maybe we'll go... ...? We'll go, we'll go, - I'm just kidding ))
- Starikov: Wow! Looks like things are finally going my way too! It's good not to be wandering around here alone anymore. And look, there's a minefield ahead. Hey, why don't you go ahead and clear a path for us first?
This gives you the Defuse the way for Starikov task, which is a simple matter of driving the largest truck straight ahead to set off the mines. There is a Pseudogiant nearby that usually keeps to itself, but can wonder into the minefield and kill Starikov. Once you take the truck through the mine field, watch that the Pseudogiant doesn't get in the way. Lead Starikov to the mobile lab. He stops at every anomaly, and when he gets near the lab, runs up the hill towards the Volkhov AA Complex, and then comes to the lab door. Getting him inside is a little tricky. Open the first door as he approaches, but stay just far enough away that he doesn't stop to talk to you. Then, follow him in to open the second door. Unfortunately, he is very restless and may make leaving the lab a little tricky. Also, sometimes he's not around even though he shows on the map.
Once inside, talk to Sakharov:
Conversation
- Sakharov: Yes, I don't often see familiar faces! Unfortunately, the people who come to our station in Yantar never show up again... And you, you're the first guest we've had here! So, what would you like to know? Ask away, I'm listening!
- Revived: Hello, Professor. As you can see, I'm still alive and have come back to you again in search of answers to the secrets of the Zone.
- Sakharov: And what interests you now?
- Revived: I met a group of scientists whom, it turns out, I once escorted after an expedition to the Swamps to your station in Yantar. That was our contract. The thing is, I don't remember anything about it. Can you help me regain my memory? Is that possible?
- Sakharov: Hmm... This is quite an interesting case, although not uncommon in the Zone... It's not directly related to my current work on studying psi-fields, but indirectly... You know, I think I'll agree to help you, but on one condition: after you "remember everything," you must tell me what the Zone erased from your memory. Does that suit you?
- Revived: It would be foolish to think that you wouldn't ask for anything in return... I've even saved up some money. But you, of course, have your own interests, Professor... Okay, I agree! So what do I have to do now?
- Sakharov: You know, my dear fellow, this scientific complex is not designed for working with the human brain. And the equipment you need cannot be brought here under any circumstances – because it is only available in stationary laboratories. Let's do this: you find a suitable laboratory and escort me there, ensuring, of course, complete safety. You can even assemble a small team for this. However, those are details. I will now upload a list of suitable equipment to your gadget. As soon as you are in a laboratory with the necessary instruments, your info-scanner will automatically identify them by their markers and give you a signal. That's all for now, I wish you success in exploring the underground complexes of the Zone.
- Revived: Tell me everything you know about this topic.
- Sakharov: I only know of a few underground laboratories about which I've managed to gather information. "X8" is in Pripyat, "X10" is at the Radar, "X18" is in the Dark Valley, and "X16" is the one where you recently shut down the radiation with Lefty's squad; it's the most interesting one for your purposes, I think. I've also heard rumors about a Military Laboratory, but I haven't seen any documentary evidence yet. In addition, there's a theory that under the territory of Chernobyl, the power plant, Pripyat, and their surroundings—that is, the entire territory that is now the Exclusion Zone—several lines of a secret subway system were built during Soviet times, both during the construction of the Chernobyl Nuclear Power Plant and after the launch of the first power units. Why and for what purpose remains a mystery. It's incomprehensible... To think that the Soviet leadership would build such expensive facilities out of, supposedly, sheer madness... I don't believe that. ...Okay, forgive me this lyrical digression, let's get back to business. I have two access cards: one is mine for the ANK facility in Yantar, and the other has a more complicated history of origin, but... in short, this access card is for some rooms in the "X8" laboratory in Pripyat. In Yantar, you'll go to our mothballed scientific complex and pick up a psi-protection helmet there. There's only one, I left it there just in case, you won't miss it. It's one of my successful prototypes, so it should help.
- Revived: Professor... I'm certainly not a newcomer to the Zone, but... the objectives you're describing... don't you think they're only achievable by a few well-prepared expeditions?
- Sakharov: You see, young man, you came to me asking for help in recovering your memory. I didn't ask anything of you. If you are unable to... or you're giving up on this task, then what can I do about it? I will continue with my current research.
- Revived: Okay. Understood! Great! So, where would you recommend I go first?
- Sakharov: You are brave! Very brave... you know, young man, I even envy you! I sincerely envy you! Exploring the unknown, overcoming difficulties and making discoveries... Ah, if I were younger, I would abandon these endless hours behind the steel walls of the laboratories and plunge headfirst into the romance of the Zone... Yes... I'm a romantic at heart too, otherwise I wouldn't agree to these extremely dangerous flights into the Zone for anything in the world. You fly and think every second - we're going to run into an anomaly and that's the end! ...Yes... Well, the most logical thing to do, of course, is to go to Yantar, because the radiation is switched off there, and start studying the laboratories.
You get a message: Any time you reload the data, it will be marked on the map in the PDA and a new task: Investigate the "x16" laboratory. Find materials related to secret research on the properties of the brain.
X16∨
Back to Yantar by way of the mobile lab roof and be sure to have the Monolith Elite exoskeleton from the Jupiter Underground with you. Before you teleport to Yantar, look for a backpack that I recommend using instead of the mobile lab's stash box (I've had things go missing from the stash box). Then jump to Yantar. In Yantar, make sure you have the Functional Psi-Helmet (the one from Jupiter doesn't work for X16). If you don't have it, talk to Semenov and he'll give you one. Also, one or two Telepathist artifacts on your belt will help, like a Crystel or Moonlight and continue on to X16.
The west entrance to X16 (SoC) is not available. Go to the east wall and find an opening to the stairs inside a small shack attached to the building. As you descend down the stairs, you get a message:
Information has been received that the body of the deceased Ghost is located at this location. According to the existing mission imperative, need him alive for the revival of the zone.
As you start moving through the lab, you get another message:
THE LABORATORY IS OPERATING NORMALLY. DO NOT PRESS OR TOUCH ANYTHING TO AVOID TRIGGERING AN ALARM.
So don't touch the levers that turn the Brain off (or you get kicked out of the lab). Continue on to get yet another message:
UNDER NO CIRCUMSTANCES ALLOW THE GLASS ROD OF THE BRAIN CAMERA TO BE DAMAGED! OTHERWISE, BRAIN DAMAGE IS GUARANTEED FOR SEVERAL MINUTES!!!
There's not much resistance and you should be able to easily get to the top floor and into the room with Ghost's body. Pick up the Death Ghost artifact on the left. As you approach Ghost you get another message:
COLLECT YOUR DOCUMENTS AND LEAVE THE LABORATORY IMMEDIATELY BEFORE THE CLEANUP TEAMS ARRIVE.
As soon as you get the papers, a Pyrogeist and Controller spawn. Leave the room and wait for the Pyrogeist to follow so you can blast it. Then go back into the room where you found Ghost and take out the Controller. Carry Ghost through the hole in the floor. When you drop down into the tunnel, both ends are blocked. The east end has a teleport that takes you back to the surface. As you approach the teleport, you get a message:
The soul's shell has been delivered to the teleport.
At the surface, a recording starts:
Damn, my head is throbbing, I can barely think straight! Ivan... attacked us out of nowhere... Damn... these voices in my head, this damn psychic radiation... at least we got the documents... I just hope we can reach Sakharov... Damn! Dogs ahead, they've smelled us... I'm scared... ahh, damn it!
The task updates telling you to take the documents to Sakharov. Leave Ghost and go to the northeast corner to use the teleport inside the drainage tile to Red Forest. Then, use the Asbestos "Breakdown" artifact to cross the river and move to Military warehouses. Unless you have an extra Tellurium "Breakdown" artifact, leave all but the following items in a stash near the water tower, including your best suit and at least five medkits:
- An expendable weapon with a few rounds of ammo in case you run into a mutant. If you didn't take out the Controller at the Jupiter factory, you will most likely need to now.
- If you didn't help Starikov before, you'll need something to take out a Pseudogiant
- An expendable suit
- Knife
- Artifact detector
- Binoculars
- Tellurium "Breakdown" artifact
- X16 documents
- The backpack from the Jupiter mobile lab
If you have an extra Tellurium "Breakdown" artifact (as may be the case), leave it in the stash instead. You need a way to get back to Jupiter and the only two ways I'm aware is with the artifact and a teleport that puts you in a really strong anomaly that requires the best suit you can find. Use the other Tellurium "Breakdown" artifact twice to return to Jupiter. Help Starikov get to the mobile lab and talk to Sakharov:
Conversation
- Revived: Well, Professor, you were right, I found something interesting in the Amber (Yantar) dungeons, here, read this. And even more than that, I found the dead Stalker Ghost from Strelok's group there!
- Sakharov: I'm very glad you succeeded, Scar! The documents collected by Ghost are indeed very interesting. I'll need some time to study the scientific part of them. But here's what's in the general information: I see documentary evidence of the development of technical equipment for resurrecting people who died in the Zone! This is very, very unexpected. Before seeing these documents, I wouldn't have said that this was possible, and I would even have considered it pure nonsense... So, so... Further on, there's information about an extensive underground network beneath the Zone. This is what we've already talked about! So, so... But, listen, you still haven't found any information on your topic – memory restoration – in "x16". So, we need the documents from laboratory "x18," it says so here. Here are the coordinates.
- Revived: I understand. I'm heading to the Dark Valley, hopefully the passage to the lab has already "opened up," as they say now. Meanwhile, Doctor, please study the information about resurrecting people in more detail; I have a feeling I'll need it later.
- Sakharov: Okay, go ahead... But... the coordinates for Dark Valley seem a bit strange... But with your experience, you'll surely figure it out.
This completes Take the documents to Sakharov and gives you Find the entrance to lab 'X18'. The task description says:
Find the entrance to the "x18" laboratory in the Valley of Stones. Based on all visual evidence, the "Valley of Stones" is a very close duplicate of the "Dark Valley."
X18∨
Valley of Stones is another alternate reality of Dark Valley that removes your swag when you teleport to it. If you stashed an extra Tellurium "Breakdown" artifact in Military warehouses, stash the remaining items (except some protection against mutants) before moving on. Go to the Jupiter Factory's front gate near the Concrete Bath anomaly. Turn east to find the backpack in the sunken walk along the south wall. Put any items you have other than Binoculars, Knife, and Artifact Detector in the backpack and return to ground level. Go west to the wall, then south along the wall to find the small gray electrical box and use it to jump over the wire fence. Continue south to the teleport that takes you to Valley of Stones. You may need to stand in the teleport for a few seconds, and get two dialogs, before you jump.
Go to the north Factory complex, through the front gate and under the ramp that leads to the garage (where the Freedom archive was in the other reality). Jump on top of the floating box and get some necessary swag. To continue to the X18 building, don't use the road as there is a Death Zone you can't get through. Instead, go out the front gate and loop around the Fuel Station to the east. Stay away from the complex to avoid the Death Zone. The Pseudogiant guarding X18's front gate isn't quick enough to keep you from sprinting past. When you get to the door, you may get a message about the teleport not being ready, but if you get right up to the door, you teleport into the lab. Go down the steps and jump over the section where the stairs have collapsed (you'll need to find another way out).
Go to the small office and find the Smartphone with access codes x18. Continue down the stairs to the bottom. You will be returning to this spot when you are ready to leave. Go through the doorway, turn left, through the left doorway, and into the room with the sunken floor. Go down the steps and get a message to disconnect the power. Return to the main room with the elevator, use the first code to unlock the door, and continue down to the next level.
There's Pyrogeist, Poltergeist, and a Pseudogiant to deal with. If you can take the first two out right away, things will go easier. Take the west passage for more swag in the light blue stash box, including a few Lighting artifacts for the Pseudogiant. Just keep making left turns until you can't, then a right turn and down a few steps to find the stash box at the far end of the room. Then continue to the next locked door down the east hallway.
Use the next code to unlock this door and deal with the mutants behind it. The third door also has mutants waiting. When the way is clear, go up the stairs on the west wall and get the documents. If you go to the top of the ramp east of the locked door, you get a message about a teleport. It takes you to Station of the Underdark, but you still have things to collect. Return to the first set of stairs (with the broken out section) and find the Torbernitovy "Breakdown" artifact under the steps.
Use the Torbernitovy "Breakdown" artifact and spawn in one of the in-ground tanks in the storage area with shipping containers. Pick up the Death Fang artifact and use the teleport to go to the Dark Valley Factory's raised walkway. Use the Torbernitovy "Breakdown" artifact again to get to the Military warehouses. In Military warehouses, go to your stash and get your Monolith Elite exoskeleton and all your other essential items. Return to Jupiter, which will be the central point of your activities moving forward, either using the artifact or the water tower's teleport.
Climb the tower's ladder and go to where the wall is open (where you met Sultan). Jump on the edge, then again into a hidden teleport to Jupiter. You spawn in an anomaly on top of the Cement Factory. My strategy is to have one finger on forward (W) and thumb on medkit ([). Turn left to move down the pipe to the plateform and jump to the ground while hitting medkits until you are safely out of the anomaly. It may take a few tries. Back to the mobile lab, talk to Sakharov:
Conversation
- Sakharov: However, you turned around very quickly! So, what are the results?
- Revived: A successful trip, professor! You (I) found both the equipment and the documents. Here you go.
- Sakharov: Excellent! Wonderful! Let me take a look at them.
- Revived: Study, study... I need to regain my memory!
This completes the task, Sakharov takes the X18 documents, and a message displays:
Professor Sakharov will inform us of his readiness when he finishes analyzing and processing the data.
But he doesn't. I've finished the game and (with the help of Faction Commander) waited for two weeks with no word. Anyway, remember to retrieve anything of value at the Jupiter factory and return to Pripyat (east) to collect the X8 documents without a task. For this trip, I recommend a shotgun for both weapon slots with at least 100 rounds of buckshot and something to kill mutants at a distance (like the Gravity Gun). Use the teleport southwest of the Volkhov AA Complex by the small boat, followed by Korchoi's teleport in the green box to get into the Yubileiny Service Center.
X8∨
Use the Halkantitovy "Breakdown" artifact, drop into the elevator, and exit to get a message: Try to start the engine of the elevator? Otherwise, you can't get to laboratory x8!. This usually spawns a Kerlik. Go back to the east side of the building and, using the north stairs, go up three levels. Turn right to see the south stairs barred off. Go right, left, second left doorway, and left again to get to the stairs. Go up to the top of the stairs, turn right and follow the hallway to the second door on the right. Take the second doorway on the left, then immediate right to enter the center hallway. Continue west and use the north stairs to go up one more level, where you can find the elevator motor. Activate the switch to get a message: LIFT failed to start. Retrace your steps to the elevator on the ground floor, activate the button, and exit the elevator to be teleported to the elevator shaft with a thought: ABOUT! Heck!! Lift still broken! I'll have to go down into the hole myself!.
Climb down three ladders, then turn and drop off the platform to land on top of the elevator. Drop down into the elevator and exit. Go down the stairs and activate the keypad twice to open the door. Turn left (east) and through the right doorway with a book icon, open the door and enter the room with the Comet anomaly to find the Documents from the laboratory X8 No.1:
Documents from Laboratory X8 No. 1 // The practice of psi-probing has naturally boiled down to the formula: one probe, one question, one burnt-out brain of the test subject. Roughly speaking, we need a constant supply of fresh brains. Your task, Lebedev, is to organize things in such a way that the experiments are not interrupted due to a lack of working material. Proceed to the perimeter of the Zone and organize this work.
Go west down the stairs toward the dining area with the cutlery icons, northwest to the stairs, and find Documents from the laboratory X8 No.3 at the far end of the room.
Documents from Laboratory X8 No. 3 // Materials of puncture #3 //Question: - Do myths have a real component in Earth's past? Specifically: - The war of the gods. Cities destroyed by atomic weapons. Figures of astronauts in ancient drawings?/Answer: - Myths are born not from memories of the past, but from the predictions of seers about the future end of the world.
Return to the entrance and take the steps to the laboratory (test tube and beaker icons) and down to the flooded part of the room to find Documents from the laboratory X8 No.2 on a workstation along the north wall:
Documents from Laboratory X8 No. 2 // I consider it necessary to support Lebedev's proposals for organizing the self-delivery of the "material." Immediately begin manufacturing the object at the testing ground, followed by the installation of a dummy of the Wish Granter in the Sarcophagus.
Go back up the stairs and into the room on the left with the sunken floor holding two large tanks. Continue east into the second elevator shaft. Go up to the open door and into the room to find Documents from the laboratory X8 No.4:
Documents from Laboratory X8 No. 4 // Materials from drilling sample No. 4 // Question: - Where to look for the sunken Atlantis? / Answer: - How to look for something that hasn't sunk yet? The West is obsessed with Atlantism. The North Atlantic bloc, and so on. That's how they will later name their entire perished civilization – Atlantis. They are searching for themselves.
Go up the stairs on the west wall to find Documents from the laboratory X8 No.6. There is no text for 6. Go back down the elevator shaft, turn right out of the shaft and right again to go down the steps and find Documents from the laboratory X8 No.5 in the southwest corner. There is also no text for 5. When you have all the documents, you get this message:
All documents of interest collected. The point of interest will be determined later during the scanning of the Zone.
The teleport under the floor takes you to an air circulatory with another teleport on the other side that takes you to Station of the Underdark. Take the right tunnel, then the left tunnel with the square support beams at the split and teleport to Excavation Time.
Save Ket∨
When you spawn in Excavation Time, you get a priority message: New Priority: Reach the upper level. Go to the overhead crane's control room, but instead of entering the room, take the doorway on the right out onto the catwalk. Be aware that there are German DRPs on the ground, as well as one or two on the catwalks. Follow the catwalk around as far as you can, go up one level, continue in the same direction using the ledge where the catwalk section is missing and continue to reach the dirt pile. Align yourself with the Bagger excavator on its east side and sprint-jump to its catwalk. There's a metal frame appendage that is easily reached. Go north on the catwalk and cross over to the west side. Find the I-beam that you can walk up and jump to the upper deck where the railing is missing. The trick is to go up as far as possible and tap the backward key (S) three quick taps. You should be able to make it from there. Work around to the northwest side and continue across a metal plate to the teleport.
When you spawn on another catwalk, go west to the doorway, where you're sure to meet one or two Bloodsuckers. Follow the passage that turns north and turns right (east). Stop at the stairs and turn around to find another doorway. Go through that doorway to find another doorway on the right. Follow the passage and catwalk to a room with a hidden teleport to Polygon O-consciousness.
You spawn in an anomaly, so be prepared to move out of it quickly like before, one finger on forward (W) and thumb on medkit ([). Turn left to move while hitting the opening bracket key ([). You are in an underground motor pool and get the following messages:
A PDA belonging to radio operator Ket has been found on the territory, and its location data has been recorded in the database.
New Priority: Investigate the signal source.
Take the hallway off the south wall:
- The first hallway on the left takes you back to Station of the Underdark, which you may need later.
- If you're collecting spare parts, continue all the way to the end and find a box in the furthest room, then return to motor pool and take the first hallway west.
- Otherwise, the first hallway on the right (west) is the one you want to complete the task.
Follow the hallway as it turns north, then west again to find stairs going up. At the top, it doesn't matter which way you go, you end up in a train loading dock. Continue west through to the other side and take the hallway going south. Follow it to reach a large freight elevator. This spawns a Pseudogiant or two, so quickly climb the ladder hit them with grenades as they will come after you. You may get the following message:
Someone killed our scout. Under no circumstances move away from the helicopter!
This is a clue as to where to find the signal source. Go east to the campfire, turn south and go between the buildings to find a hole in the wall the lets you find Ket and her group. If you go near the Wish Granter, you get a message: TO FULFILL YOUR DEEPEST DESIRE (F). If you press the F key, you die. But feel free to loot the dead. Oh, and if you try to loot one of the dead too close to the Wish Granter, you die. Go to the target and trade messages with the group:
- Stalker, stop! Otherwise, we'll open fire! Who are you and what do you want? If you want to approach, explain what you want!
- I'm Scar, a veteran of the Zone. I can get you out of here before you all get killed. Are you interested?
- Okay, come on over!!
Continue toward the group and get a task completed message. Talk to Ket and she falls down asking for help. Your response makes no sense (even translated from Russian). My guess is, "If you die, I die." which is what happens. Then you get a message:
ANOMALOUS ENERGY RELEASE: PSI-TORNADO
The group comes under attack by mutants from all sides. At first, Kerliks run the perimeter to draw your attention and fire away from the other mutants. Be patient, there will be plenty to shoot at soon. Again, if Ket dies, you die. Also, if you leave the group, you die. If you can, put a shotgun as both primary and secondary weapons, then climb on top of the helicopter and remember to keep Ket alive. Quick Save when there is even the slightest pause. When the last mutant goes down, you get a message:
TO EVERYONE WHO SURVIVED! GET OUT OF HERE IMMEDIATELY!
The group heads west to a teleport to Generators. When Ket goes through the teleport, you get a message:
THE MISSION TO RESCUE KET HAS BEEN COMPLETED. A meeting with her in the future of this time loop is now possible.
Explore the map if you like, then move on to Generators.
Generators∨
Go to the complex in the southeast part of the map and clear out Monolith, or at least clear a path to the center building. Go into the building and teleport to the Military loboratoriya. You spawn in the lab facing the wrong way and must turn around to go down the steps. There are several Poltergeists and Pyrogeists in this lab, so arm yourself accordingly (7.64: If this is your second trip and you've already pulled the fuses, go right to the Caultery 2 teleport). You may also encounter C-Consciousness representative:
Conversation
- Revived: Hey, Professor, what are you doing here?
- C-Consciousness representative: What do you mean, "what"? I'm inspecting the laboratory. Or rather—what’s left of it. It’s part of my official duties.
- Revived: Uh-huh. You go around in the dark as if you’ve grown a third eye. It’s obvious at a glance that you’re a regular here.
- C-Consciousness representative: And thank *you* for breaking through reality, allowing us to finally make it here after so many years of desolation.
As you enter the lab, take the door on the right of the reception window. Go down the stairs that turn left into a room with stairs going up across (southeast) the room and a ladder going down along the left (north) wall. Go down the ladder and make several right turns until you reach the elevator shafts. Use the east shaft to get to the second level from the top. Getting from the ladder to the doorway is tricky. Climb to the top of the ladder, turn to the west wall (with the light bulb), and jump for the ledge. With any luck, you land on the level you want and can jump through the doorway. I never get it on the first try, so Quick Saves at each stage is a good idea (with the mutants constantly throwing things at you and all).
Go up the stairs on the west wall and find the Schemes power communications laboratories and landfills document and gives you the Search fuse task. Return to the room with the stairs in the southeast corner of the room and go under them to find a ladder going down. Follow the passage to find the fuse box and throw the switch to complete the task.
Return to the entrance and go through the west doorway and down the stairs. Go through the doorway on the left, through a short hallway, and into a large room with a catwalk around the perimeter. Follow the catwalk around to the closed door, which is a hidden teleport to Caultery 2.
Caultery 2∨
You spawn in a long passageway with computer components, a couple of anomalies that you can sprint-jump through, and some exploding red tanks and barrels. When you reach the barrels, shoot them at a safe distance to blow them up. At some point, you reach a trigger that sets them off and you're trapped (same as the Red Forest tunnel). You just need a safe zone to get to when you hear the beeping start.
Eventually, you come to an underground garage. You can use the truck on the left to jump over the anomalies, or just run through them along the west wall. The exit is guarded by Monolith. Go out the gate in the northwest corner of the complex and turn east toward the strange black and white spot on the map that's surrounded by a mountain. When you reach the base of the mountain, follow the base around the north and east end. You may need to get on top to avoid a gang of Bloodsuckers. When you reach a long underground building on the east side of a road, get on the east side and continue south. As you near the end of it, look at the map to see an Important Character marker to the east, which is Forester. Go over that mountain and talk to him:
Conversation
- Revived: Grandpa, I helped those hapless Freedom guys take back the warehouses. But whether any good will come of it—I don't know!
- Forester: Well, you helped—and that’s all that matters! Whether they’re decent folks or good-for-nothings, let the Lord Himself decide; but you saved living souls from the fallout, and that’s a good thing!
- Revived: So, then—off I trudged to attend to my business?
- Forester: Hold on, hold on... I know what you’re after: you’re searching the Zone for secret paths and hidden wormholes. Well, I admire your selflessness and the purity of your intentions. Here—take this rare artifact from me; they’re so scarce you could count them on one hand. It’s called the "Breach." Rumor has it, it can help you reach the most secret corners of the Zone. Then again, maybe they’re just spinning yarns. One thing I know for sure, though: it doesn’t work here in the Red Forest. Good luck!
- Revived: Hey there, Grandpa! I've come for your soul!
- Forester: The only one who could come for my soul, lad—well, you could pretty much say it’s Death herself. But you... well, you don’t quite measure up to her just yet. You’re tough, sure—who’s arguing with that? You’ve probably got the whole damn zone wrapped around your little finger again, haven’t you, you hooligan?
- Revived: Come on, old-timer—don't play the fool with me; you know exactly what I'm talking about. The Voice of the Zone is calling, as the saying goes. She awaits her rebirth, and she needs you. And you know she needs you. Anyway—to cut to the chase—haul those old bones of yours up North. Find your way to the Station using those back trails of yours and plant a beacon there. Then, once I roll up with the rest of the crew, we'll link up with you. Alright, that's it—I'm off! Still got a mountain of work to get through.
He gives you another Stibnitovy "Breakdown" artifact. Go southwest under the bridge, then west to find a body with the Smartphone died on 2 cautery, which says:
\\files\Radar 2.txt We shouldn't have wandered in here! So much effort... so many of the guys we lost—and now my time has come, too. I never did figure out the system that triggers the local Brain Scorcher. So, it turns out Chertezhnik was right when he said we were starting from the wrong place. We should have been looking for the emission switch in the underground lab at the Generators.
This gives you the finding draftsman task in Vehicle graveyard, which is near Dead Bar (later in the game).
7.63 — Now go back to the north end of the mountain surrounding the black and white spot and find the road going into a complex in the northwest part of the map. The complex is guarded by a few Monolith. If you are too far north, you may have to go south for a bit to get around a wall. Then north up the hill and into the complex to another wall running east and west. Find the Generator dome to the west and approach it. The dome will rise up to reveal an opening in the wall. Go through the opening to be teleported to Keepers.
7.64 — Take the teleport to Limansk, go south until you cross the bridge and use the teleport in the small brick building on the left. This takes you to the USB drive with movies on it stash (a good place to save). You can drop down and use the teleport to Red Forest (if available) > Military warehouses and use the Tellurium "Breakdown" artifact twice to Jupiter. Another option is the Agroprom teleport in the attic (climb the rubble) and go Garbage > Bar > Military warehouses and use the Tellurium "Breakdown" artifact twice to Jupiter. Either way, skip to Keepers section > Sakharov conversation.
Keepers∨
There's an Important Character to the north, go talk to him. There's no dialog, but you get several messages about teleports. Now you should be able to see them all on your map.
Find the tunnels north of your position. The left tunnel's teleport goes to Bunker Radar, the center goes to the Bar, and the right goes to the Duty camp in Red Forest. Take either the center or right tunnel, go to Military warehouses, and use the Tellurium "Breakdown" artifact twice to get to Jupiter to give Sakharov the X-8 documents.
Talk to Sakharov and he takes the X-8 documents:
Conversation
- Revived: Professor, shame on you! I was beginning to think you would never get in touch with me. (He takes the X8 documents)
- Sakharov: There's a lot, a lot of work to be done, my dear fellow. I'll tell you frankly, I need an additional three million rubles to continue my research, to buy equipment that simply isn't available in the Zone right now. Can you handle that, my dear man? And I'm taking these new documents from you. Oh, and I almost forgot, I need 10 Controller brains and three eyes of a Zhutmy. Anyway, you go ahead, you need your memory back, and I'll study these documents for a while. Hmm, very interesting!...
- Revived: Well, I'll be damned, Doc! Couldn't you have told me sooner... or at least given me a hint, for crying out loud! Good grief! Where am I going to get them now? Oh well, you study your documents, and I'm off!
- Sakharov: Okay, go ahead.
So now you need 3 million rubles, 10 Controller brains, and three Zhutmy eyes. I'm calling this optional task, "The Sakharov Challenge" and I have yet to see any results from Sakharov (I think it's a fool's errand). To do so, consider the following locations:
- Rubles — Go to Research Station by way of Zaton. The Zaton teleport is at the north end of the road by the Cement Factory. The Research Station teleport is at the south end of the wall running along the east side of the Ranger Station. Unfortunately, the Trader with the best prices in in Agroprom on the plateau north of the Institute. You can also collect some swag in the Sarcophagus, but it's a oneway trip and you can only recover what you can carry out the first trip.
- Controller brains — Empty land.
- Zhutmy eyes — Glass tunnel and Sarcophagus (along with another Breakdown artifact). Also, there is usually one in Another Agriculture's factory or in the underground near the factory entrance.
When you return with these items, the conversation goes like this:
Conversation
- Sakharov: How are things going?
- Revived: Professor, here's the money! I hope you won't cheat me!
- Sakharov: Oh no, not at all! To improve your memory, I have developed a completely new device. Naturally, it doesn't exist yet, and, according to my calculations, these funds should be sufficient for its manufacture.
- Revived: Thanks to your prayers... Okay, I'll wait!
- Sakharov: Good.
- Revived: Professor, hold on to your brains! I hope my brain doesn't become the same size after your experiments!
- Sakharov: Excellent, excellent! I'll take it! I've just run out of canned stew... Huh? Oh, no, I was just kidding!
- Revived: What kind of jokes are those, Doc!
Oddly, he doesn't take all the brains or eyes. Stranger still, when I reloaded the save I made following my discussion with Sakharov, I saw item removed messages for each of the remaining brains and eyes, even though the items were still in my stash.
Whether you take the Sakharov Challenge or not, take any 12.7x99 Barrett ammo and your favorite automatic-weapon. There's a stash in Dead Bar with weapons that take 7.62x50 and Unified cartridge Wehrmacht III millenium ammo. Also, bring the Gravity Gun for some spiders later on. Finally, this road trip will last at least four days, longer with the Sakharov Challenge. Be sure to bring enough food.
Move on to the Zaton teleport at the north end of the east road and continue on to Research Station, Empty land, where 7.63 players can take a side trip to Abandoned Institute (southeast corner), then on to Hidden Road > Dead Bar and Dead Cordon to gain access to the Swamps and the final Project <<Blood>> document. If you take the Sakharov Challenge, you can spend some time in each location to build up your account. There is a Trader in Dead Bar (the Bar's doorman) that gives fair prices. Not as good as in Agroprom, but better that most of the other Traders. If you go to the Agroprom Trader, you can return by going Yantar > Another Agriculture, use the train tunnel to teleport to Hidden Road, then the Stibnitovy "Breakdown" artifact to get to Empty land. Also, if you access the Glass tunnel for Zhutmy eyes, take the Military warehouses teleport, use the Tellurium "Breakdown" artifact twice, and retrace the path to Dead Bar.
Zaton∨
You can access Zaton by the teleport in the northeast corner of Jupiter. You spawn in the southeast near the Waste Processing Station. An anomaly to the northeast spits out artifacts shortly after you arrive. If you plan to explore, your first stop should be the Iron Forest in the southwest, which is full of Spiders and a Burer. As far as I can tell, this is the only Emission Shelter and you won't have time to deal with the mutants should an emission hit. If you want to bypass Zaton and go right to Research Station, see the teleport section that follows.
There are three Important Characters here. You will find a wounded Noah at the Fueling Station, one of several Fakes near the Oakpine anomaly and another in the northwest corner of the map, and Zarka in the Plateau's cave. Noah won't talk to you until you empty the stash in the tank out back:
Conversation
- Revived: Hey, bro! What are you up to?
- Noah: Brother! Right now I'm a brother, but later... who knows. I don't like being among them. Nobody here understands that the Great Catastrophe is coming! Pelevin even wrote about it in "Chapayev and Emptiness." And I only saw such dogs here in the Zone. And I immediately understood everything. It's a sign. Definitely a sign!!!
- Revived: In terms of?
- Noah: What's the point of all this? We need to all get together and build a SHELTER. But nobody listens to me here.
- Revived: Well, don't despair, maybe you'll find like-minded people yet.
- Noah: And if I can't find one, I'll build one myself! And when the apocalypse strikes, everyone will come running to me for salvation, and I'll say to them, "Where were you, you bastards, when I was trying to inspire you to do something great?" Huh?
- Revived: Well! Good luck to you. And I'm going to head off somewhere right now.
To find Zarka in (or near) the Plateau's cave, check your map for an Important Character in that area. Sometimes she doesn't show up until your last visit to Zaton. To find her, use the hidden teleport in the Testing Workshop. The cavern part of the cave is guarded by a Spacial anomaly that puts you in suspended animation, and then sends you back to the surface. If she's in the cave, find the hole directly above her and drop down. There's no dialog with her, but open the dialog anyway to get her started. If you start from inside the cave, she waits for you by the mouth of the cave when you get sent back to the top. You can escort her to the bridge, and then she vanishes.
If you are exploring the road north or teleporting from Research Station, you may get a dialog at the teleport that reads: "In the northern forests, "there's a continuation of the story, if the local stalker asks for it."" I think that means the teleport is only active if you are sent there by another Stalker (tbd). This is the spawn point when coming from Research Station. You will probably meet another Fake, perhaps even two or three. You still have teleport information to find before talking to him.
When you're ready to move on, go the the south end of the wall that runs along the east side of the Ranger Station and find the Research Station teleport.
Teleports:
- Workshop air duct goes to Fault.
- Large Gauss table in the Workshop goes to the Plateau.
- South end of the east wall, south of Ranger Station goes to Research Station (you must go around the end)
- Northwest end of the road is only active when you are sent there by another Stalker.
- Northeast corner of the Fueling Station is a submerged tank. Behind it is a teleport to Cordon.
Research Station∨
You spawn from Zaton along the west side near a village, either take the road south to Empty land, or north to find some swag:
From Empty land, follow the road west and then turns north and goes through the village. If you're coming from Zaton, go north on the road that runs through the village, turn right, then left. The road that forks off to the left teleports you to Zaton. The complex in the northwest corner has about 50 dead from a variety of factions. There's a few more in the tunnel running beneath. The paper money they have on them alone is worth about 50,000 RUs. You have to crawl through the fallen timbers to get to them at the far west end. The mobile lab has a blue stash box with a Lighting artifact, Franchi SPAS 12 shotgun, and some ammo. If you want it all (guns, ammo, etc.), load it all up in the stash box. The bodies might not be there once you leave the map and return.
The only other thing of value I found was a spare parts case containing a steel barrel. This is in the underground of the center building with satellite dishes. Climb down the ladder in the elevator shaft and follow the passage to a storage room. When you're ready to leave, there is a teleport to Zaton along the west side and one to Empty land along the south.
Empty land∨
Two minutes (20 game-time) after you spawn, you are put in suspended animation. During that time, the mutants can, and will, attack you. My advice is to take refuge on the fallen tree just west of where you spawn. The suspended animation is followed by a message: Hey, up on the hill! Come here, I'll take you to our group, there are monsters all around here!, to which you reply, I'm running!. You are transported to the side of a hill overlooking an enclosure with the NPC that contacted you and all your swag is gone. make a note of this location as there is a stash nearby that might be useful very soon. There's radiation to the right and Electro anomalies directly ahead. Jump to the roof of the small building to the left and ollow the NPC and talk to Zulu:
Conversation
- Zulu: Hey, warrior! So you're still alive?
- Revived: Almost... What's going on here?
- Zulu: Yes... nothing good, as you understand... We're stuck here. We were on a long-range patrol and somehow ended up here. But that's not even the main problem; the main problem is that we don't know the way out. And this whole territory is under the control of the controllers. Why are you looking at me like that? It's a joke... just not a very funny one. Okay. Anyway, we tried to scout the area, and one of our scouts saw lights to the north at night. There are probably people there. But the mutants wouldn't let us through, and we lost two men. We need to find out who's there. If anyone is. How are you?
- Revived: So you're just going to grab the bull by the horns right away, Commander? Can't you see I've been roughed up pretty badly! I thought I was going to die! While the guards were messing with my head, I either scattered all my gear or hid it somewhere myself... so it wouldn't get scattered [Scar finished thoughtfully].
- Zulu: [The Duty commander politely listened to the mercenary, and when the latter fell silent, lost in thought, he suggested:] "Listen, I see you're an experienced man, definitely not a newcomer to the Zone. I have a rare and powerful weapon, it's called a Barrett. You take it and clear the area of controllers. We'll head west, and you can calmly search for your equipment here, and everyone's happy, deal?"
- Revived: ... [Scar thought for a fraction of a second, no more] - How many bullets are there?
- Zulu: Oh! Man! M-a-a-an!! [the Reborn's commander patted the Long-Termer on the shoulder] - Now that's what I call a conversation! [it was clear that the commander was incredibly happy that his "freebie" offer had suddenly worked out] I'll give you everything I have!
- Revived: It's a deal!
- Zulu: It's settled!
- Revived: (optional) Since you've managed to wander all the way here, you've probably seen plenty of strange things in the Zone, haven't you? Care to tell me about them?
- Zulu: The Zone is like a festering wound on the body of the Earth. There are idiots who consider it a gift: they say the Zone gives us a lot of fun stuff... But just look around: does that mutant that attacks you at night look like a gift? Is the anomaly that tears you to pieces also a gift? No, the Zone is like a disease that will either kill us all or that we have to fight right now!
- Revived: But you yourselves use artifacts, don't you?
- Zulu: As the saying goes, all's fair in love and war. I see nothing wrong with using the enemy's resources against them. After all, we're not collecting them for personal gain! An average artifact is worth, you know, two or even three brand new automatic rifles and ammunition for them. And three automatic rifles means a dozen dead mutants a day...
- Revived: But how can the Zone be defeated?
- Zulu: This is a real mystery, to be honest. But if we stop fighting, the Zone will devour everything. We simply don't have the right to stop fighting! I think this is precisely the war for the right to live on Earth. We've been studying the Zone for several months now... what can I tell you? It's like a living organism. And if that's the case, then it surely has a vulnerable spot somewhere. We just need to find it.
Now the only thing you have is Zulu's Barrett and ammo. Your suit, artifacts, medkits, etc. are gone. The task is to clear the mutants. But you don't have enough ammo for them all, so focus on the Controllers. Save, and go back to the hill where you met the NPC that took you to Zulu. Along the west edge to the north is a rusted vertical cylinder with a pipe on top. Check it for a stash that might have your swag and you can retrieve it. It's a highly radiated area, so if your stuff is not there, reload your save. Follow the road east and then north to find three houses. The smaller two have medkits and bandages, but there's Zombies sleeping in the basement. The larger house has a motion-sensor machine gun, so don't go directly in front of the house. In the attic, there's a laptop with information about Draftsman. Use the binoculars to scan directly west of the houses for the first Controller.
Refer to the map to find ruins northwest of the houses and go toward the west side of them. When you can see grave markers, scan to the northwest for the next Controller. If you did not find your swag in the first stash, go west to the road, then south to find a Goatling along the east edge of the road. Check the hood of the Goatling for a stash (you might need to jump on top). It might be your stuff and you can retrieve it. Now, align yourself directly south of the tanks in the northern complex and go to the edge of the dump to find another. Move east of the dump and north around the north end of the complex wall to find the next Controller. Now go west, around the north end of the next wall, and find the next Controller along the west wall near the road. There's a medkit and antiradiation in the guard tower just inside the west gate. The gate itself is one-way (you can pass through going west, but not going east).
The complex in the northwest corner has a Controller wandering around. There are also mutants coming in and out from a hole in the south wall, so be aware of them. Continue south on the road to the semi-truck and trailer. Climb on top and use your binoculars to find a Controller in the ruins on the east side of the road, also accompanied by mutants and near the flatbed truck. Kill this Controller, then go west to the fallen tree and up on top of the hill. Continue south to the bluff to find the last Controller.
Once you've downed the last Controller, you get a task completed message and a message about a cache, which is where your swag is. Collect your gear and clear out the mutants in the southwest area for Zulu's men as they will be headed that way shortly. There's no need to report to Zulu directly. He and his group start to move out when you get near enough to their headquarters. I have noticed that if you leave the map before they do, they get stuck there until you return. Sometimes, one will stay behind.
Collect your Controller brains and go to Abandoned Institute (in the southeast corner of the map) for more loot and another optional task. When you return, go to Dead Bar by way of Hidden Road. If you're looking for Zhutmy eyes, you may find one in Glass tunnel and use the Military warehouses teleport and then loop back around to Jupiter > Zaton > Research Station > Empty land > Dead Bar. However, it's not a guarantee so save before you enter the Hidden Road train tunnel.
Abandoned Institute∨
You get a message: Commander in touch watch time Askol'd. In this area detected time dec. Bifurcation point is defined in the German headquarters. Staff detect Nazis. and a Priority task: Destroy the tank. Suddenly, the place is occupied by German Wehrmacht. There is a picket line along the north fence with dogs. You can use the boulders behind you as cover from their fire while you deal with the dogs. Another option is to sprint north and take the dogs out when they line up to follow you and you are out of the German's range. The only place I found to stash valuables (assuming you're here to earn some money), is after you destroy the tank and enter the lab (bar_gestapo). I recommend you take what loot you get from them back to the Empty land stash you got from Zulu.
Move south along the east fence to find another picket line along the north edge of the complex. From there, head west to find the tank. I found the tank was unaffected by F1 grenades, but two VOG-25s worked to take it out. Work your way inside the door and left down the stairs to find a door with a teleport. If you don't have a machine gun, I suggest you keep one of the MG-42s.
Inside, you get another Priority Task: Destroy laptop. There's weapons and a stash box behind the first gated door that you can help yourself to. Follow the passageway to the elevator and prepare a machine gun or Bulldog 6. When you spawn, you are greeted by several Germans who turn the lights out and you have to shoot blindly to clear the way. If you can, turn and reenter the elevator without going into the teleport. This gives you some cover while you clear the way. Continue north to find the laptop. You may have to use grenades to clear the guards that shoot through doors. Once you've completed the task, there is a teleport down the hallway to take you back to the elevator, or you can retrace your steps back. Turn left at the top of the stairs to get back to the surface.
If you want to explore: Go to the southeast building next to the plane. Upstairs is a non-operating smartphone. In the southwest corner of the map, I found several Stalkers that appear to have been shot by firing squad. At the south end of the road is an inaccessible teleport guarded by 20 Germans. The rest of the map is empty (as far as I can tell). So, return to Empty land and move on to Hidden Road. Be aware that when you spawn in Empty land, you are on the west side near the construction site.
Hidden Road∨
Conversation
- Cap: Hey, Stalker, are you going to shoot or not?
- Revived: No, I won't! Come on over, let's chat!
- Cap: If you don't mind, let's chat like this, from a distance! But if you'd rather not, we can just be silent.
- Revived: Oh my God... Why the hell? [This, of course, upset Scar.]
- Cap: Don't worry, soldier, nothing personal! But we can still talk. Have you ever heard of the Black Shaman?
- Revived: What kind of Shatun are you talking about?
- Cap: Oh! You don't know? Well, I absolutely love telling this legend to those who haven't heard it yet.
- Revived: Oh really? Well then, start singing your song, Bayun the Cat!
- Cap: Heh-heh... a cat... Not a cat, but let me tell you something. Lately, rumors have been spreading among the Stalkers that a Black Stalker is roaming the Zone. A Stalker, but not just any Stalker! ...and he's called "Black" not because of his color, brother, but because of what happens when he appears.
- Revived: "And what exactly is going on?" [Scar asked, intrigued, as he had never heard this legend before]
- Cap: Let them all die.
- Revived: Wait! What do you mean, everyone's dying? How is that possible?
- Cap: How?! If only someone knew how! As you can imagine, there aren't many witnesses left in such situations. Some Stalkers, those lucky enough not to have crossed paths with him unknowingly, ventured into the territories he had just visited – and, they say, it's terrifying!! Everything is dead, there's no one there, and nothing is left, only the landscape remains, damn it. And someone saw a dark figure in a cloak disappearing into a passage in the distance... Yeah... That's for those who were lucky, of course.
- Revived: Hmm, so you're yelling your head off from half a kilometer away because of my coat? Do I even look like that Shatun guy?
- Cap: He (you) may or may not resemble him... but nobody knows his habits. Maybe he also likes to chat first, and then... who knows what happens next.
- Revived: Like what?
- Cap: Leave me alone! I'm telling you, nobody knows how it all happens. No one has ever seen the "process" itself, so to speak.
- Revived: Well, thank you for the legend, traveler. I, in turn, had a thought: wouldn't it be incredibly funny if you were actually that Shaman, and before the "process," you were telling the Stalkers this very legend?
- Cap: ...?? Ha-ha-ha! You're something else! What a joker! Okay, I'll share my observations. You probably want to get to the other side of the road, right?
- Revived: If there's a road, then you have to travel it. So what are the observations?
- Cap: Well, you probably already know that there's a Death Zone in the middle of this area. Yes. And some kind of equipment is constantly moving along this road. Who's driving it, where are they going... don't ask me. I've never seen such strange things in the Zone before. But, I figured, if I could jump onto one of the vehicles, I could find out where they're going.
- Revived: Why didn't you jump in yourself?
- Cap: Of course I'm nervous! Heh-heh... I'm just waiting for some hero to show up.
- Revived: Ah, so you're conducting experiments on living people, you villain?! You'll get what's coming to you!
- Cap: "Okay, stop joking. I also found something else out. I tried it here, while they were still far from the Death Zone, jumping onto them. It's possible. And you can even get inside the vehicle, if you're clever enough, right behind the wheel, but you can't press the gas pedal – only steer left and right. I don't know what kind of magic this is, but otherwise the vehicle stalls."
- Revived: "This is even crazier than the legend of the Shaman, traveler! We'll have to give it a try!"
- Cap: Go ahead, try it, and I'll sit here.
Just as the conversation ends, a BTR conveniently drives by and you get a message: Okay, I'll go for a walk while you're carrying the chestnuts... as Cat steps into the Empty land teleport. You have the following options: Follow the fence line west around the north complex and south to the Dead Bar teleport, ride the BTR to the east complex, follow the fence line east to the east tunnel and the Glass tunnel teleport.
If you go south on foot to the railroad tracks, you get a warning about a Death Zone. However, if you manage to get on top of the BTR, you can safely ride it over the tracks and into the Death Zone. To do this, get ahead of the BTR and jump onto the front. Don't try to move around once you're on and crouching seems to help stay on better. If the BTR stalls, you have to start over.
If you go inside the complex, you'll find three Controllers and Burers. Other than Controller brains, there's nothing else that I could find. However, now you're trapped by the Death Zone. The south complex has its own Death Zone on the west side, but you can access the buildings on the east (again, I found nothing). From the east complex, you can use the Stibnitovy "Breakdown" artifact to return to Empty land, go to the east train tunnel and teleport to Glass tunnel, or take the road on the south side of the east complex west to the village. You get a Death Zone warning, but you can make it if you sprint.
Except for a NO INFO / Unknown Object artifact, the village is empty. From there, go south to the end of the road to teleport to Dead Bar.
- The village well has a teleport to Fault.
- The north complex is accessible from the Empty land spawn point, but I found nothing in it.
- The west train tunnel is the spawn point from Another Agriculture. However, you get sent to the east tunnel if you enter it from the east.
- You might find Olga in the Glass tunnel if you need equipment repair.
Glass tunnel∨
The tunnel consists of two sets of two connected tunnels in parallel. On the level where you spawn, all four directions lead to dead ends. Each time I go here I find Olga, Zarka, or Ket. Sometimes, all three. From where you spawn, take the stairs on the right (south) down.
- Generators — Turn left, right, left, two rights, and left.
- Military loboritoriya (Generators) — Same path. Before you reach the teleport, take another right to cross to the other tunnel and then left.
- Military Warehouses — Turn left, right and over the rubble, find another stairs on the right and go up, turn left, take the left (east) tunnel.
For more Zhutmy eyes, go to Military Warehouses, use the Tellurium "Breakdown" artifact to Pripyat (SoP), then the Pripyat (West) teleport on the west side, and the CNPP teleport north of the stadium.
Dead Bar∨
The Dead Bar map consists of Bar and Wild Territory combined. The road south to what would be Garbage, takes you to Dead Cordon. The field along the way has several artifacts. There's a constant stream of Zombies coming in on the north road and Izloms from the south (that eventually take it over except for the Bar itself). The Wild Territory section is full of artifacts and the gate in the northwest has a teleport to Vehicle Graveyard found two dead Germans to loot. The road to Yantar is actually a dead end.
Dead Cordon∨
This is Garbage and Cordon put together and is patrolled by Banderas. It seems they have snipers that will pick you off if they see you for more than five seconds. So, unless you have a sniper rifle, the best strategy is to come up behind them with a shotgun. Also, you may notice another illuminated pillar in the dump by the Rookie Village. You can ignore it for now.
From the spawn point, go through the gate and south, passing the Flea Market on the east to minimize the chance of being spotted. Somewhere south of the Northern Cordon Checkpoint, an emission is triggered. It's recommended that you save at the checkpoint (before the emission starts). The only shelter is a cave south of the Car Park. Go through the Car Park on your way to the cave and take out as many Blind Dogs as possible without stopping (you don't have to get them all). After the emission, save again, and then find STERKH, a Soviet, somewhere in or around the Car Park fighting off the remaining dogs. If he's dead, reload your save and try again. If you still can't save him, reload the save before the emission and try again. I've never been able to finish this task without him.
Conversation
- STERKH: "Stop! Who are you? What do you want here?! Are you spying on us?"
- Revived: "Wow! So many questions and so little positivity... Who are you that I should follow you? And who is this "you"?"
- STERKH: "Tell you everything... If you don't know anything about us, then just go your own way, don't hang around here."
- Revived: "Keeping a low profile is the easiest thing to do in this zone. But judging by your nervousness, it seems you've gotten yourselves into some kind of mess here, and you don't want to talk about it. That's a shame! Maybe I could have helped."
- STERKH: "Damn it!!! Okay... The blast scattered my men throughout the valley. If you're so kind, help me gather them in that cave over there."
- Revived: "Oh! That's a different story! I'll gather them! You wait here. We'll talk later. [I'll find out later who they are and what they want, Scar thought]"
- STERKH: "You should gather them first!... There are already plenty of people here who would like to get rid of us..."
- Revived: "We'll figure it out, don't worry!"
- STERKH: "You will recognize my men by the red patches on their sleeves."
- Revived: "Alright! But you don't move a single step from here!"
This task doesn't appear on your PDA. Go to the Rookie Village, take out the Burer in the bunker, and find one of STERKH's men:
Conversation
- Soviet: Hey!
- Revived: My name is not Hey!
- Soviet: "Come on, man, don't be so stubborn! Just tell me, if you see any of our guys around here, tell them to head to the cave as quickly as possible. It's located to the left of the bus stop, in the slope of the ravine, if you follow the road."
- Revived: "How do you know there's a cave here?"
- Soviet: "That's how the senior guy explained everything to us. Some experienced guy had been talking to him beforehand, so we were walking like we were under a spell, I swear! But then the blast scattered us into different holes, and now we have to gather back together. Hey, if you don't mind, search around here in the secluded places; if you find any of our guys, you don't need to escort them, they'll understand that it's safe to get back to the cave now."
- Revived: "Damn it! What do you mean, 'don't see me off'? There are Bandera followers roaming all over the area!"
- Soviet: "Well, for people like that, there's a bullet."
- Revived: "Okay, I'll look around! And then I'll come visit you and ask the senior person in charge what kind of 'pioneer rally' you've organized here."
- Soviet: Thank you, friend!!
This is the cave you took shelter in. Go north up the road to the garbage heap south of the Train Hanger to find another one of STERKH's men. If you can talk to him, you have the same conversation as the first. Otherwise, each one stands and runs off without any dialog. Contrary to what the first guy said, you must escort each of them one by one or they sit down and don't move. The good news is, you only need two, then go get STERKH. If you want to do them all, here are the remaining locations:
- Train Tunnel
- North of the Train Tunnel
- The northwest heap
- The fenced in tanks southwest of the Flea Market
- The heap south of the Flea Market
- The valley east of the Swamp
- In the road just west of the Swamp (who strangely wasn't there before)
- South of the Swamp (also, not there before)
Go back to STERKH (again, no dialog) and follow him back to the cave and get a message and a task:
Hey, that device signal sounds way too familiar! Scar, is that you? Come on, show yourself, let me see you!
Meet with the Guide
The target is the Northern Farm.
Conversation
- Guide: "Shhh"
- Revived: "Hey, Wire! What are you doing crawling around here like a snake?! No, wait, that's not right... Greetings to you, O greatest and most mysterious guide of the Zone!!"
- Guide: "Stop mocking me, Scar! I want to crawl, so I'm crawling! I'm not bothering anyone, am I? Maybe this is my survival style, leave me alone! Tell me instead, did you take those 'eggheads' through the Swamps? Are they happy? Probably thrilled to death, huh? You probably dragged them through all the swamp creatures there, right? So they could soak up the atmosphere? Huh?"
- Revived: "Enough with the bullshit! The eggheads are fine... yeah... but I got hit in the head by an emission – you wouldn't believe it! I was so out of it that I even signed up with those blue guys from the Swamps to chase Strelok all over the Zone. It's only now that I'm starting to feel a little better. And even then, not completely. I remember some things – and some I don't... Well, that's how we live... So, what are you crawling around in circles for? Did you lose something? Or is there some kind of job you're looking for?"
- Guide: "Ha! It's a good thing I foisted that contract for the Swamps onto you back then! You showed up at just the right time! Otherwise, I would have been crushed and mangled there! Heh-heh!"
- Revived: "Don't try to evade the question, you old fox!"
- Guide: "Why are you so persistent? I'm just crawling around here... oh, right, I already said that. Hmm... then how about this: They were shooting, damn it! Does that answer from 'White Sun of the Desert' satisfy you?"
- Revived: "Okay! The patient is unconscious. Alright then! I've given him the injection! I'm leaving now!"
- Guide: "See ya, you poor thing!"
- Revived: "Crawl, crawl!"
This triggers another emission and Guide sprints to the cave. Head there too and Quick Save just before reaching the bus stop by the Car Park. You both get there just in time to hear 14 Banderas executing STERKH's group (one or two may escape, so don't shoot them). The easiest way to do this is to stand just inside the cave with the high-capacity weapon I suggested and pick them off until you run out of ammo. Then switch to the Gravity Gun or Monstrodav shotgun and clear out the rest. Remember, once they see you, you have five seconds to kill them before a sniper takes you out. Staying outside the cave means the only Banderas that can see you are in your firing lane. You may need to go in for the last few, then find a document on either one of them or STERKH, and talk to Guide. A message displays:
Message received: Everyone! Help us fight them off!
Talk to Guide again:
Conversation
- Guide: "Hey, Scarface! Okay, let's be honest. I've been keeping an eye on these guys for a long time. I stayed nearby, just in case."
- Revived: "What kind of incident?! Surely not one like this?"
- Guide: "The Bandera followers were also keeping an eye on them. And that means the Americans leaked information about them to the Ukrainian nationalists. And that means there was a leak from Russia about these guys."
- Revived: "A leak... Bandera followers... Americans... what the hell is going on here? Come on, spill the beans!"
- Guide: "These men, may their souls rest in peace, came to the Zone with the sole purpose of changing history. The history of the great war. They carried with them documents that irrefutably proved the defeat of Nazi Germany in that war. They wanted to pass through a time rift and ensure that the documents fell into the hands of the Germans. They sacrificed their lives, by the way."
- Revived: "Ah, you bald-headed fool, so it wasn't for nothing that you were watching them. You managed to find out everything. Yes... the guys set off, but they didn't make it... So what are we going to do with all this now?"
- Guide: "If you hand me the documents, I'll take them the rest of the way. The time anomaly is nearby. That's why they were heading here."
- Revived: "I don't understand! Do you want to change history too? We won that war, didn't we?"
- Guide: "Ah, yes! We won... but our Victory Day is somehow a 'celebration with tears in our eyes.' Want to know why? Because thirty million of our people lie buried between Moscow and Berlin. What if all this madness could have been avoided? Would Russia be like this now if the most developed part of the country hadn't been destroyed, if there hadn't been so many casualties? After all, everything that was won with such bloodshed has been squandered! The enemy is at the gates again. Would a strong power have squandered its victory like this?"
- Revived: "Well, I'll be! And here we are... collecting boar hooves and flesh eyes... So, you're an idealist, are you? You'll take the documents and go back to the past?"
- Guide: "Yes! To the year 1941. If we can make peace then, there won't be so many casualties. I'll go for that. Will you give me the documents?"
- Revived: "Let me think!"
Open another dialog and you have the following options:
- Tell me, good sir, about the sights of the Zone, while the monsters are sniffing around our local landmarks.
- * [HAND OVER THE DOCUMENTS AND SEE WHAT HAPPENS]
- * [DO NOT HAND OVER THE DOCUMENTS. LEAVE EVERYTHING AS IT IS]
Select to hand over the document and follow Guide to the dump north of the Rookie Village. When Guide enters the hologram, a message displays:
REALITY HAS BEEN ALTERED. ANOTHER LAYER HAS BEEN REVEALED. Previously inaccessible territories have been opened up.
This opens the Swamp transition in Cordon and you can get the last Project <<Blood>> document. Return to the railroad bridge and get on the west bound tracks. Head west to the teleport that puts you in Dell Lighting standing (Darkscape). Then south and west to Cordon. You should have the firepower to deal with the Pseudogiants guarding the teleport. If not, try sprinting past them staying along one of the bluffs on either side of the road to stay out of sight. In Cordon, the Swamp teleport is south of the Rookie Village through the tunnel where you found the Project <<Blood>> doc No. 1.
Swamps (west)∨
When you spawn in the Swamp, you get a message:
I received a signal that you've reached the Swamps. Wait for the doctor at the church. He'll definitely show up.
First, go northwest of the Southern Farmstead where three Clear Sky bodies are around a pond. Find the dead Monolith leaning up against the boulder and, standing on the north side of him, search the backpack to find Project <<Blood>> doc No. 5 and get a task:
Return materials for the project PAN-CAM to the O-consciousness staff in Bunker Radar. Get back the Artifacts of Death.
Going inside the church triggers a thunder clap and an endless stream of civilian Zombies come out of the graveyard. I like to go up into the church's steeple to wait, out of the Zombies' reach. Eventually, a bell starts to ring and the Doctor shows up. Go talk to him:
Conversation
- Doc: I haven't been here long myself. But I'm already fed up with the local atmosphere. Getting out of here is harder than getting in.
- Revived: Thank God! You're alive! I'm Strelok's friend.
- Doc: And how happy I am, my son! I thought I would end my days among these monsters!
- Revived: What are we going to do now?
- Doc: To do... And did you also have some kind of business with me?
- Revived: It's not exactly a big deal... But I was told a while ago that I absolutely had to find you... And it's necessary... well... for the Zone, you see.
- Doc: "For the Zone..." [the Swamp Doctor said] "Well, I would be happy to do something for the Zone, but its essence was destroyed recently... Yes... Now I'll just go back to treating Stalkers and local creatures, as before."
- Revived: "She's dead, but not quite, Doc!"
- Doc: [The doctor tensed up at these words] - This is serious! What do you know about this, son? Tell me!
- Revived: "In general... to put it simply, I need to bring together those who will help her be reborn."
- Doc: Together... And in what place would that be??
- Revived: I'll definitely let you know! The main thing is that you're alive and... do you need me to escort you somewhere now?
- Doc: "Somewhere... Why go anywhere? I'd rather go back home."
- Revived: "Home? Where is that? Can there even be a normal home in the Zone?"
- Doc: "Normal - abnormal... that, son, is a long conversation... and one best had by a cozy campfire." [The doctor looked at Scar assessingly] "Every person only has one home, my boy."
- Revived: And what is it?
- Doc: [Here the Doctor couldn't help but smile] - The House of the Rising Sun, son! What else could it be?
When the conversation ends, the Doc runs off to the northwest corner of the map and disappears. Follow him to be sure he gets there (he likes to run through enemy camps). You get a message:
Go to the Swamps, son, and help the newcomers if needed, until I return.
And two tasks:
- NEW PRIORITY: Find a path to the swamps and wait for the doctor there.
- To get to the crossing at Topi (Swamp).
Follow the fence east until it crosses the railroad tracks and find the Agroprom teleport north of the box cars. The Trader north of the Agroprom Institute should be there now and, if you want, you can clear out any nearby stashes. Then go to Garbage and use the Asbestos "Breakdown" artifact to Vehicle graveyard. If you lose your gear, follow the procedure here to get it back. If it happens that your gear is north of the train hanger, you can complete the finding draftsman task. Then, go into the tunnel where you spawned and teleport back to Dead Bar and continue south to Dead Cordon.
Swamp (east)∨
When you return to Dead Cordon, follow the road south to a teleport that takes you to Predzone. The teleport is guarded by multiple motion-sensor machine guns. A way around them is to turn east when you pass the Rookie Village, jump the fence, and continue east up the hill before turning south. Stay several yards from the hill's crest to avoid taking fire. When you are directly east of the wall, take out the guns along the top of the wall. You can do this by going past the wall and coming up on the south side. You can also approach the teleport to Predzone from the south after you clear the gun over the gate.
In Predzone, there are watchtowers with more motion-sensor machine guns. Turn east and go past the helicopter, then northeast and stay along the edge of the map, you should avoid any fire. There's a fence that you should be able to go around and turn southeast to find the road and continue to the target. A Trader is setup in the village, but you'll have to fight a few Zombies to get to him, and he's very picky about what he buys, so you might want to stay north of the road and keep moving to the target.
In your first attempt to use the teleport, you get teleported to the southeast part of the map and have to go west to the road going north. Continue north after the road turns to the east and go back to the teleport again. This time, you go to Swamp (as apposed to Swamps, where you met Doc). When you spawn, your swag is gone (but you'll get it back) and you get a thought:
Right. Doc told me to wait for him at the Swamps... So where exactly am I supposed to look for him? Fine—for now, I'll have a look around and see if I can find any gear. And that calm here? It's definitely just an illusion!
A Stalker spawns to the southeast comes toward you named CAP. Talk to him:
Conversation
- CAP: Hey, you in the cloak! Halt! Are you a local—peaceable—or what?
- Revived: Peace, peace! Lower your gun!
- CAP: Greetings, traveler!
- Revived: Holy hell...!!! #@$!*^&% Putin?! [Hasn't it worn off yet?!]
- CAP: Give it a rest! Putin, Putin... — I'm Medvedev!
- Revived: ?? !? !! What?!
- CAP: Damn it! Medvedev is my last name, man! Why did you freeze up?
- Revived: "Me-dve-dev..." [Scar pronounced syllable by syllable, stalling for time and listening to his own sensations—wondering if the Zone was playing tricks on him again.] "And how much he looks like Putin!"
- CAP: Look like him or not... That’s the Zone’s doing. I was a fool once—I made a wish that everyone would recognize me... Actually, back in the Zone, my nickname was always "Cap." I never take it off!
- Revived: [Scar had already regained his composure, having convinced himself that he wasn't—at least—losing his mind.] "Hm! Cap it is, then... Listen, Cap—I'm a peaceful guy, so don't get spooked! And don't reach for your gun, alright?"
- CAP: Peaceful, you say? Why, we’re all the most peaceful killers on earth around here! Where are you wandering off to?
- Revived: Hmm... Yeah, well, here I am, wandering around. A doctor lives here—some kind folks told me so—but do you happen to know exactly where?
- CAP: Ah... I’ve heard about that business, yes. I haven’t actually stopped by to see him myself—no need to yet, thank God! But I can point you in the right direction: his shack is right under the soldiers' noses at the Entrance Checkpoint. You don't know the place? Well, it’s near the Stone Uproot—you’ll find it.
- Revived: Are you heading into the Zone right now?
- CAP: Right back into her—the old girl herself. I stashed my haul nearby—you know, a few artifacts, some odds and ends of scrap metal—had myself a proper rest, and then headed right back in. Where else would I go? I know plenty of guys who never even crawl out of the Zone; they just unload their artifacts dirt cheap to Sidor at the Cordon, or maybe to Martyn over in the Vestibule. But I don't mind the legwork. Out on the "Mainland," they pay a *damn* good price for artifacts.
- Revived: Yeah! I can tell by that smug mug of yours that it was a good one!
- CAP: "Don't give me a hard time—you can't even see it under the cap," the stranger grinned. "I never take it off in the Zone. So far, it's working!"
- Revived: Well then—my name is Scar.
- CAP: Pleasure to meet you—we’re acquainted now, as the saying goes. Listen here, Scar. I’m an old hand around these parts; I know the trails like the back of my hand. But I spotted a group of "tourists" right on the edge of the Swamps—so you’d better watch your step. These days, just about anyone tries to sneak into the Zone. Sometimes you even run into people who are completely off their rockers!
- Revived: "Yeah, 'tourists'—not counting the thugs, 'scientists,' mercenaries, and special ops squads posing as rookies," Scar chimed in. "But where exactly did you see them?"
- CAP: Whoa! I see you know your stuff, buddy. In that case, I’m not worried! You’ll find them... let's see, how do I explain it... Yeah—just follow the pipe, and you’ll spot them right at the other end. Alright then, take it easy. Oh, almost forgot to mention: see how I’m sticking to the edge here, right along the barbed wire? Well, a Swamp Creature showed up around here recently—must have slithered in from the big marshes in the Zone. Folks have spotted it somewhere nearby. Keep your ears peeled! (You get a message: Oh! Another group of adventurers has arrived in the States of the Swamps!)
- Revived: Hmm—of course I’m in the loop! I haven't been hauling folks around the Zone—all sorts of folks, basically—for just a year or two. Anyway, take it easy, Cap; good meeting you. God willing, we'll cross paths again! As for the critters—and the whole Zone "spreading out" right now—yeah, everyone’s talking about it. While you were gone, we had a couple of massive emissions rip through here—just so you know. A lot has changed again.
- CAP: Yeah, I heard it! It was rumbling so loud, the ground was shaking even outside the Zone! But thanks for the heads-up anyway! Listen—[Cap had been studying Scar intently the whole time]—I see you’re completely out of gear... practically stark naked?
- Revived: "Well, I ran into a bit of a snag here..." [Scar didn't elaborate.] "Anyway, I haven't managed to get my hands on any worthwhile loot yet. Just a bunch of useless junk in my pack."
- CAP: It might be useless to *you*, but *I* have an interest in it! Every single thing from the Zone comes with its own backstory—I’ve seen enough to know that much. You look at something, and it seems like total junk. But then—BAM!—someone turns up who’s willing to give half their life for it... Take the Swamps, for instance: poke your head into every hollow tree around here, and who knows—you just might stumble onto something! So, anyway—how about we make a trade? Straight swap? What do you say?
- Revived: "Sure, let's do it," agreed Scar—[though for some reason, the thought popped into his head: "Trading tit for tat is just a waste of time..."]
However, neither of you have anything to trade. CAP also doesn't give you much to go on to find Doc's place (which you'll get to soon—but first you need your stuff back). The nearby stilled huts are home to a Bloodsucker. Go east along the south side of the pipeline until you are east of the stilted huts. As you make your way, CAP sends you a message:
Oh, right—I forgot to mention! If you decide to sell any loot outside the perimeter, you’re better off going to the Germans; our guys won’t give you much for it.
To which you have a thought:
What the hell kind of Germans?! Has he completely lost his mind?
Jump the pipeline and go northeast, jump the wire, and continue to the east edge of the map. Turn north and go to the watch tower. This triggers an alarm and the Germans may start shooting at you. Take cover at the foot of the tower, Quick Save, and then sprint north up the hill and stay along the east edge until you are directly east of the farm.
In the farmhouse's northeast room is a backpack with the items you lost in your teleport to the Swamp. The best time to start this next part is between 19:00 and 01:00. If you need to, use the Faction Commander to wait in this safe place. Now go north to find a gate with the bus partially blocking it, turn southwest toward the dead tree, then south toward the center watchtower. Get just close enough to take out the guard in the tower and the motion-sensor machine gun. As you get near the road, a BTR may fire on you, so stay below the embankment. Whether it fires or not, take it out with a couple of F1 grenades (or whatever you prefer). Then take out the watchtower guards to the west so that the center of the road is clear.
Now go north of the half-submerged truck along the north side of the road to find a Spacial anomaly bubble that you can walk into and eventually you go to a cellar in the northwest area, where you get a message:
Intruder spotted. In the vicinity of the missing doctor's residence. Appears to be a female. If possible, capture alive and deliver to the commander of the Soviet checkpoint.
You may also have a thought:
Well then. This must surely be that very stalker camp.
Climb the ladder and get teleported to Doc's roof, where you meet Elizabeth:
Conversation
- Elizabeth: Stop, or I'll shoot!
- Revived: "Hey there, lad—any sign of the Red Army yet?" [Scar smirked inwardly, though outwardly he maintained a stern demeanor.]
- Elizabeth: No sign of the red stuff yet, but there's plenty of the brown? What do you want, marksman?
- Revived: The way I figure it, the Zone is like a big bed... and what does a woman do in bed after sex? — That's right: she gets in the way!
- Elizabeth: Is that everything, funny guy? Answer me—where are you from, and what do you want here?
- Revived: "Me?" [Scar asked in surprise.] "If anything, *you're* the one who needs something here—after all, I'm not the one who just barged into the Zone; *you* are. If you just sit up there on the roof, you'll end up running right into an army patrol. You’d better just climb down."
- Elizabeth: Yeah... down there... just so you know... There's actually a dog running around down there.
- Revived: A dog? So you came into the Zone with a cannon like *that* just to fight mice?
- Elizabeth: Poor little dog! By all appearances, she’s a pet. But she’s absolutely vicious—growling all the time.
- Revived: "Well, obviously! You climbed onto her master's house—and you expect her *not* to growl?" I said. "Alright, climb down," I told her, "and tell me where you need to go. I'm a guide. A local." [—Scar, feigning the part]
- Elizabeth: A guide? You're exactly who I need! There's supposed to be a Stalker Camp just off the road here—I need to get there.
- Revived: So, what exactly did you need at the camp? Oh, nothing—I was just asking, just making conversation. It’s just that you can’t sneak past the soldiers there during the day—they’d shoot you down in a heartbeat!
- Elizabeth: And what do you propose, gunslinger?
- Revived: First off, I’m not Strelok. They call some other guy Strelok in the Zone. My name is Scar.
- Elizabeth: "Oh! So you know Strelok? [To her own surprise, the girl displayed considerable knowledge of Zone affairs—while the mercenary completely forgot about his 'secondly'!] Will you introduce me?"
- Revived: Oh, ladies! Sorry! So, are you going to introduce us right now? Maybe I could be of some use, too?
- Elizabeth: You? You’ll do? What the hell do you mean by that, you old lecher?! I need Strelok for business! [The girl absolutely flew into a rage.]
- Revived: Quiet! Shh... Calm down! You should’ve watched *The Elusive Avengers* more often when you were a kid—then you wouldn’t be freaking out over a little fluff right now! And besides—"I am a man in the prime of his life!" You didn't watch *Karlsson-on-the-Roof*, either?
- Elizabeth: "What the hell are you even talking about, Scar?" [The girl calmed down a little and said in a conciliatory tone] "Anyway, I'm getting down—but don't you go getting handsy! And walk me across the road, if you can... Otherwise, I'll just go by myself!"
- Revived: "Go on, go on... You go ahead—I’ll keep watch! [The girl fell silent and looked crestfallen.] Alright, I was just kidding. Sit here quietly. Don't let anyone near you. I’ll come at midnight, and then we’ll set off. Understand?"
- Elizabeth: Got it, you big brute! Now that’s more like it! [The girl brightened up and mustered her courage.] My name is Liza, by the way—Scar. And listen... don't be surprised if I fall asleep and start doing weird things; sometimes I walk in my sleep! So there!
- Revived: "That’s just what I needed..." [muttered Scar under his breath, thinking: *I’ll be damned if I don’t get that long-legged dame into bed—if only for the sport of it!*]
At the end of the conversation, she goes into the house through the roof. If she stays on the roof, you may have load a previous save to try again. This task is probably the buggiest of them all, so save at every stage because you will need to circle back a few times. For example, I've had her start out at 08:00 when she's supposed to wait until dark. I've also had her walk into a fire and die.
Wait at the back of the house until 21:00 (DO NOT ENTER THE HOUSE). Go up to the window by the desk and watch to see if Elizabeth leaves the house. If not, there may be Germans nearby keeping her from doing so. Clear the area and try again. If you go to the front of the house, you get another thought:
I think I’ve stumbled upon something! Looks like a residential house.
Eventually, Elizabeth comes out of the house and heads to the northwest corner of the map (where you teleported earlier) to meet up with some other Tourists there. If she doesn't come out of the house, walk around it and try again. When you get there, you may have this conversation:
Conversation
- Elizabeth: Well, here we are! Look... turn away for a second, will you?
- Revived: Damn—I haven't seen a striptease in five years, and now, just my luck: "Look away!"
- Elizabeth: What the hell kind of striptease do you expect, you damn stalker?! I might need to have a word with my makeup bag here—so don't you go peeking!
- Revived: Well, damn it! Another bust! Oh well! I'll just wait another five years—that's no big deal around here! Oh, and put that "makeup bag" on safety! You're swinging it around all over the place... you're liable to accidentally shoot someone!
- Elizabeth: "Wait, wait, I'll be quick... Anyway—'get out of my sight!'" [the girl replied, her mind already elsewhere].
When you turn around, she goes to the door of a small stilled building (outhouse?). Go talk to her again:
Conversation
- Elizabeth: Alright, that's it! Turn around—I found it.
- Revived: Oh, really? And what exactly?! Let me take a look!
- Elizabeth: You'll just have to do without! Now I'm taking this into the Zone. You're the Guide—so lead the way!
- Revived: "A guide, a guide... Alright, I'll take you. But what's in it for me?" [Scar decided not to let his opportunity slip away.]
- Elizabeth: [Liz wasn't the least bit embarrassed—delighted by her discovery—and blurted out without a second thought:] "I'll give you a kiss on the cheek—that's what will happen!"
- Revived: "Yeaaah... *This* is what’s worth it! Worth living—and dying—for! [laughs] Seriously, what else is there? So... why put off such pleasures? Let's move out, Liz—while it's still dark!"
- Elizabeth: "If we're moving, we're *really* moving! Man, you guys sure have some slang here in the Zone!" [Liz teased]
No matter what happens, stay with Elizabeth. You may need to take out the two guards in the tower to the east to keep the group from engaging. She also has a habit of running into the BTR and gets stuck there. Just let her go and eventually, she gets herself free. Lead them (or just her) to the southeast corner. When Elizabeth vanishes, Scar thinks out loud:
Wait! What?! Where are you going?! Aren't you going to kiss me?! Oh, man! What a tease!
And you get a message:
You know, I'm glad I met you! See you later, Scar!
Now head to the southwest corner for the next group. As you approach a group of Stalkers, you get a message:
Look, guys, a real stalker is approaching us.
A Tourist then starts a conversation with you:
Conversation
- Tourist: Hey! So you're a real stalker?
- Revived: "A toy!" [ *Yeah... quite a crowd, alright,* Scar smirked to himself, struggling to maintain a stern expression. ] "It’d be better if *I* asked the questions... Anyone got any anomaly detectors? Guns? And anyway—where are we headed?"
- Tourist: Yeah, we picked up the bare minimum of Stalker gear from the traders at the Border. What we’re looking for is a guide into the Zone. We know the "Stalker Code," so we won't leave anyone in our debt who helps us out.
- Revived: "The Stalker Code"? So—do we "know" it, or do we "honor" it?
- Tourist: [The Stalker, after a momentary hesitation—realizing just how crucial this brief question was to their fate—replied:] "We honor it!"
- Revived: Fine!
You get another message:
Red Schuhart. The First Stalker. Also known as Zero from the previous events.
In the group there are two marked as Important Characters, but only one will talk to you:
Conversation
- NULL: I’ll take these ones myself. But you should drop in on Doc, since he asked.
- Revived: Aha... That voice sounds familiar! Zero, in the flesh! Just popped up—and damn near impossible to get rid of! What are you doing over there? Don't act like you've never seen an anomaly before!
- NULL: Zero... Zero... That was just my name back in the O-Consciousness Reconstruction. Actually, folks call me Red.
- Revived: Red? Well, that’s a whole different story! Let’s get acquainted. Again! So, what’s with you swinging that detector around?
- NULL: "A detector? Well, someone’s got to show the newbies how to use it. What about you? I see you haven't lost your sense of humor amidst all the recent twists and turns, Reborn," [Red Schuhart said in a low voice]—"just the loot." (But that’s starting to become a habit of yours...)
- Revived: Yeah!! Damn, I’m actually really glad to see you! Honestly, I still haven’t fully wrapped my head around everything that’s happened to me over the last few days!
- NULL: "Something... happened," the first Stalker mumbled under his breath. "Yeah—and quite a 'moose' of a thing, too... and holding the keys to everything that might happen next," Red muttered even more softly to himself.
- Revived: "What are you muttering over there? Speak clearly!" snapped Scar.
- NULL: "What could be clearer than that?" [The stalker raised his head.] "What did Doc tell you? To find him out on the Swamps? Well, his home is right over there—by the blown-up bridge. There aren't many anomalies around here, but they *are* present, so don't let your guard down too much. I see you don't have any binoculars. Here—take these. Doc left them at his place just in case. As for weapons, though, I can't help you there. I’m walking around with nothing but a pistol myself. You probably know I don't like shooting in the Zone. Anyway, events will guide you themselves as to what needs to be done. I’m actually a bit in the dark right now myself, and..." [The first stalker in the Zone faltered] "...honestly, I still haven't quite sorted out my own premonitions. Go on—I’ll escort these people myself. There’s someone among them who truly needs the Wish Granter... That’s why I came here personally." (you get information on a stash north of you.)
- Revived: Well... Got it. Thanks for the binoculars—and for the info, too. At least now I understand what I owe this visit to: you were just passing by.
- NULL: [Schuhart looked closely at Scar and smiled.] "If I told you that you’re a hopeless fool, you’d just punch me in the face!"
- Revived: "Well, thanks for that much, anyway," Scar smiled back understandingly. "In that case—see ya!"
I'm not sure what to make of the binocular comment, because I still have mine. However, he gives you the "Doc in a barrel" stash. Lead the group west along the pipeline toward the target. When you reach the three stilted huts, you get a message to kill the monster. Wait for the group and go in together as this Bloodsucker is crafty. If there is a body in the hut, it has Smartphone returns to the Zone:
\\files\doc.txt Doc warned me about a tripwire at the entrance to the house. I didn't really get it, though—he seemed to say I should use the anomaly in the pond right next to his place. That sounds way too tricky; I'm not messing with it!
As each of the Tourists (that didn't walk into an anomaly) teleports, you get a message:
With all my heart—whatever I can do!
And one from NULL:
Until we meet again, Reborn! It seems I am the only one in this Zone who knows that is your name...
Check you map for another Important Character, usually along the north shore. Keep leading groups until you get a message along the lines of this:
A group of unidentified individuals has slipped through the Swamps. By their appearance, they are typical thugs. Upon contact—liquidate!
Check to see if the next group is at Doc's house. If you have multiple icons, this one is a priority. The map may show an Important Character icon, but the description says, The emerging new authority in the Zone. Translation: Marauders, and they will fight with anyone else. However, a possible bug may exist where they sometimes turn hostel and I end up killing them all so that I could get to Doc's house. If that happens, just look on your map for the next group, which is probably along the north (and you'll have to go after 21:00 and cross the road before 06:00). Here's how the conversation with the Marauders is supposed to go:
Marauder
- Marauder: Hold up, boys—don't shoot! Let's figure out who this character crawling over here is. What's your name, canary?
- Revived: Scar.
- Marauder: Scar?! Heard of him... Brothers, lower your guns—this guy helped two of ours in Limansk; he hooked them up with a medkit.
- Revived: And what's your name, Commander?
- Marauder: Me? You'll get to know me yet... Soon, the whole Zone will know!
- Revived: And where are you headed, if it's not a secret?
- Marauder: To Depo, of course. Where else would people with *standards* go? Ha!
- Revived: It's your call, of course. But I recently saw the Depot change hands—from Duty to Freedom, and then back to Duty again. And Yoha vanished somewhere.
- Marauder: So, Yoha’s gone missing? That explains it—I was just thinking it’s been a long time since he last checked in... Damn it all... Alright, we’ll figure out where to go on our own. The main thing is, just stick with us until we’re clear of the Swamps, and then you’re free to go.
- Revived: "Why wouldn't I take a stroll? Especially in company like this... I'll see you there, of course!" [ *Just hope they don't put a slug in my back,* thought Scar. ]
- Marauder: Hey, buddy—listen up. You can go ahead and play escort for the girls back on Khreshchatyk... but with us, you’re just walking along. Got it? And another thing, pretty boy: don’t go straying too far from us—otherwise, we just might start thinking that having an extra guide in the Zone is one too many!
- Revived: [Scar fell silent, wistfully recalling the tank machine gun.] "Let's get moving, then!"
Another conversation you may have is with WERNER on the east side of the fence:
WERNER
- WERNER: Halt!
- Revived: Damn—the moment you run into anyone, it’s immediately "Halt!"
- WERNER: "What's the big deal?" [the stranger switched to Russian]. "I'm German."
- Revived: Yeah! I’ve already noticed that there are just as many Germans here as Russians.
- WERNER: Look, let's get down to business—since we're both here and talking anyway.
- Revived: Well, actually, it doesn't seem like "you and I" have any business together.
- WERNER: So let’s put this time to good use—and I happen to have just the task to propose to you. For, it seems to me, it is well within your capabilities—or, as you Russians like to say, it is right "up your alley."
- Revived: ...Ahem. [Scar remained silent, as was his custom.]
- WERNER: [The German scientist looked intently at Scar and said,] "I represent a certain research organization of our Reich. Although I have spent very little time here—right on the perimeter's edge—the available facts lead me to certain preliminary hypotheses, which I would like to verify with your assistance."
- Revived: What can I tell you, Herr Professor? Er... I don't know a single person who could formulate and articulate their thoughts quite like that.
- WERNER: Well, I’ll take that as a compliment to my university education. So then: in my opinion, in territories where the emergence of Zone entities begins to be observed—and by that, I mean what are commonly referred to here as "monsters" or "mutants"—certain highly specific objects appear first; these are colloquially known as "psi-zones." [The scientist cast a glance at Scar, who was intently examining the tip of his left little finger.] "Are you following my train of thought?"
- Revived: ...What? Ah! Yes, yes, Herr Professor—I’m all ears!
- WERNER: Very well... I am going to give you a device now; should it detect a "psi-zone," it will immediately log its location onto the Gerfon map. As soon as that happens, return to me. And—in exchange for sparing me the trouble of wandering through these utterly unsafe places myself—I will provide you with a high-quality spacesuit equipped with excellent night vision. Do you agree?
- Revived: "If only everyone here knew what they wanted just as well..." Scar cut himself short. "I agree, Herr Professor."
- WERNER: Excellent, soldier! Here is your device. I’ll be waiting for you with the results right around here.
- Revived: "Professor, you’re such a 'solid' guy—as we say back home—that I want to get this out of the way right now: once we’re done with the mission, I’m going to pick your brain about this and that regarding this Zone. Sound good?"
- WERNER: What is this "okay" nonsense? Yes, indeed, my young friend—yes, indeed!
Go west to the helicopter to get a task update and a marker on the map. Then return to WERNER:
WERNER continued
- Revived: Comrade Aryan!
- WERNER: "Oh! You’ve already turned around?" [It was evident that the German took pleasure in using Russian turns of phrase.]
- Revived: Here is your device with the coordinates.
- WERNER: Well, I appreciate your brevity. I, too, will be brief—here is your reward.
- Revived: It is a pleasure doing business with you, Herr Professor! So, what about my questions?
- WERNER: You helped me so quickly... I would be glad to answer, provided it does not conflict with the interests of the Reich.
- Revived: "Hmm... [ Scar decided to try a little trick. ] When this zone formed here—[ The 'Revived One' nearly said 'at your place,' but the scientist pretended not to notice the slip-up ]—I took a nasty concussion. And... well, my memory is pretty patchy now—I remember some things, but not others. History, for instance—I recall that only very vaguely... Shall I go on?" [ Scar looked at the Professor. ]
- WERNER: "Yes, yes, I’m listening. Partial amnesia is a rather common phenomenon under these conditions. In particular, this has also been borne out by my own personal observations," Werner stated proudly.
- Revived: ...Well, let's say... World War II—it ended in May, right?
- WERNER: [The German scholar gave no indication of being surprised by the question and replied:] "Well, there you have it—and you were talking about severe amnesia! Of course it was in May! The last Great War ended on May 18, 1942, with the total defeat of England."
- Revived: "...Er—could you elaborate, Herr Professor? I’m starting to vaguely recall something." [As he spoke, Scar struggled with all his might not to betray his surprise.]
- WERNER: Well then, I’ll just run through the main milestones, and you can recall whatever comes to mind. In December 1941, our Japanese allies attacked Pearl Harbor in Hawaii, though the conflict never escalated to an attack on the continental United States. No one there had any intention of going to war against the Axis powers and the Soviet Union following the historic Minsk Conference. Everyone understood that, given the prevailing balance of power, the days of England—the Third Reich’s last remaining enemy—were numbered. Consequently, an extraordinary election was held there—precipitated by the impeachment of Roosevelt—and the American pro-Nazi party rose to power, securing a majority in both legislative chambers. Subsequently, the U.S. Senate appealed to the victorious Reich, requesting that it assume a protectorate over the nation; in doing so, they cunningly saved themselves from a Japanese invasion—and from ours, as well. Having assembled a combined fleet drawn from across occupied Europe—along with the navies of Germany’s allied states (the Italians were particularly helpful; they are magnificent sailors, and following the necessary training, they invariably formed the backbone of every crew within the invasion squadrons)—the full might of the Wehrmacht descended upon that demoralized island kingdom in late April 1942. Three weeks later, it was all over. On May 18, Great Britain signed an instrument of unconditional surrender, while Churchill was hanged upside down by his own pro-German citizens. Since that time, the global order has not been shaken by a single major war. You surely must be aware that it was, in fact, the representatives of Jewish capital who had a vested interest in stoking perpetual warfare, as they profited by selling arms to both sides. The Second World War put an end to that. German became the universal international language. Meanwhile, German and Soviet science achieved monumental breakthroughs. Just consider the sheer significance of the "Vostok-V" space rockets alone! After the war, certain issues remained—the British protectorates of India and Australia were unwilling to submit, evidently banking on their geographical remoteness. The Führer had long harbored an interest in India; indeed, by 1947, German autobahns had extended across the territory of the friendly Soviet Union all the way to Afghanistan. From there, India was practically within arm's reach—yet the fugitive British who had entrenched themselves there were ousted by the Indians themselves, and thus nothing stood in the way of German scientists reaching Tibet... though, on that particular subject, I am not prepared to tell you anything just yet. Well then—did that jog your memory at all?
- Revived: "...Yeah... right... I'm starting to recall..." [Scar feigned being stunned by the information.]
- WERNER: [Werner, who had been closely observing the Reborn One's face throughout the conversation, suddenly changed the subject.] "Well, while you are grappling with your amnesia," the German scientist remarked as if nothing were amiss, "would it make sense for me to offer you a new assignment?"
- Revived: "And why not?" replied Scar, lost in his thoughts.
- WERNER: The second assignment is as follows: across the river, the appearance of new objects—as yet unstudied by anyone—has been visually observed. For the time being, we are provisionally designating them as "Wandering Lights." Your task is to retrieve at least one such object and deliver it to us. Your reward for this is 100 RR (Reichs-rubles). Does this arrangement suit you?
- Revived: "What can I tell you, Herr Professor? Under these circumstances, I am perfectly content with everything in the world—even those Reich-rubles of yours," the Reborn One replied detachedly.
- WERNER: Very good! Then get to work. The objects appear at night across the river, within the Soviet sector of the DRP’s zone of responsibility. I trust you are capable of finding a way to make it across the river. And remember: if you get caught, you don’t know me, and I don’t know you. I hope that goes without saying. At present, research within the Zone is characterized by a healthy competition between scientific groups—and a rivalry between intelligence agencies.
- Revived: Yeah, that's it—thanks a million!
There are several NO INFO / Unknown Object artifacts like the ones in Jupiter's Bitumen anomaly, that give +6 Endurance and +100 kgs weight capacity. The downside is that they each weigh 100 kgs so you must put them on your belt. Once you have five (which is all you can carry), return to WERNER:
WERNER continued again
- WERNER: Donnervetter! You're already here?!
- Revived: Here is *The Wandering Fire*, Herr Professor—take it.
- WERNER: Oh!!! This is magnificent, *Soldat*! [In his excitement, the Professor even lost the ability to speak proper Russian.] Here—take this! I’ll even give you more than I promised! *Sehr gut!*
- Revived: Well, thank you for the gifts—you’re just like Santa Claus, Herr Professor! In the future, I’d be delighted to dip into your sack again and again.
- WERNER: [ But Werner paid him no heed, examining the curiosity and repeating, "Sehr gut!", "Sehr gut!!" ]
You get a message:
— Expect the continuation of the story with Werner in the full version of the "Doppelganger" mod. —
You can continue leading groups for three days, or, use the Faction Commander and speed up time until a group of three appear at the target, one of them is Jill:
Conversation
- Jill: Greetings to you, warrior!
- Revived: Hello, hello! [Scar fell silent, waiting.]
- Jill: You seem rather cold toward me... I won't even bother guessing what I did to offend you! My name is Jill. [Jill smiled sweetly, and Scar realized that she knew about his recent encounter with Zarka at the Zaton.]
- Revived: "Jill... Jill..." [Scar rolled the new word back and forth on his tongue, and—as if savoring its taste—continued,] "Yulia, I take it that you and Zarka aren't exactly strangers?"
- Jill: "Strangers—or not strangers—that’s a rather fluid concept, Reborn." [The beauty sidestepped the specifics.] "I came here to see something. Will you help me?"
- Revived: And what exactly is so interesting here that it warranted your visit? [Scar relaxed slightly and gradually reverted to his usual ironic manner of speaking.]
- Jill: A person crucial to subsequent events lives here—the Swamp Doctor. And I would like to see where that is.
- Revived: Is that all? Maybe we could take a little excursion outside the perimeter while we're at it?
- Jill: "Don't bother!" [Jill smiled.] "We try not to leave the Breakthrough Zone. Besides, we have trouble navigating along the borders of the Zone—as you call it—due to..." [Jill paused for a second to find the right word] "...due to the intermingling of different continua along its perimeter. So, Reborn, simply visualize the place we need to go. We’ll take it from there."
- Revived: "Well, that’s your call, of course," [Scar smiled back, though to himself he thought: *I’ll make you pay for those conti... damn it... those*—*contingents yet!*]. "In that case, let’s head over to Doc’s. He’s not there right now, though—is that a problem?"
- Jill: Not at all! Quite the opposite—it’s actually a stroke of luck! My men will clear the way for us.
- Revived: Well, look at that!
When she arrives at the pavilion at Doc's house, she says she's satisfy and vanishes. At the front door of the house you can hear a mine beeping. The second doorway (just past the shelf) is mined, so throw a bolt at the threshold. This mine resets every few seconds, so each time you walk through the doorway you need to throw another bolt. Continue straight into the office/bedroom. Entering this room triggers the following:
- Three DRPs may spawn just outside the front door and start shooting at Doc's pseudo-dog.
- You get information on a stash in the shower stall.
- A message from Doc: Listen, son—since you’ve stopped by... It’s good that you’re here. Due to some pressing business, I’ve had to head back into the Zone. But I’ll be back in three days. I have a favor to ask of you. Usually, I’m the one who helps the newcomers arriving in the Zone, you see. To help you get—well, at least somewhat—accustomed to this place, I’m taking you to some stalker acquaintances of mine. Their camp is on the other side of the Swamp, past the road! Be careful, son—the DRP guys around here don't mess around. They open fire on sight! It’s only safe at night. And don't you dare shoot at them!! Once you reach the camp, ask the stalkers if they can lend a hand with the rookies. All in all, you’ll figure it out. Feed Mu-Mu—she’s probably hungry. You’ll find my radio—tuned to the military frequency—not far from the house. And if you consider your own affairs to be of greater importance, then you need my radio all the more.
- A new task: WHILE WAITING FOR THE SWAMP DOCTOR, HELP THE NEWCOMERS GET INTO THE ZONE.
- You have a thought: So, everything—and even more—is becoming more interesting. So what do we do now? Where is a poor peasant to turn? Cap suggested I look for swag right here. And I will go to the three huts where the bloodsuckers drag the corpses. It’s foolish to venture in there with gear like this, of course—but maybe I’ll manage to scrounge up something!
Odd that Doc doesn't want you to shoot at the DRP. I've had games where they shoot at, and even kill him. Anyway, there's swag in the attic and bathroom barrel, but you can leave it for now if you like as you'll be returning later. For the bathroom barrel, stand in front and look along the right edge near the floor. The stash in the shower stall is actually in the top. Use the bunk bed to get on the barn roof and then to the shower where there's a AKM-74/2U. You can climb the Stone Uproot rock formation north of the house starting from the northeast side and find a backpack containing an Equalizer. Go back to the target and wait for Doc. He doesn't say anything until he gets to his house:
Conversation
- Doc: Greetings! Well done for pulling through and helping the people! I’m heading down to the cellar now to attend to my own business; we’ll meet again at the Burner 2 [Doubles – Part 2]. As for you—the path into the Zone is now open to you.
- Revived: Alright! See you later. Although I was expecting to hear more...
He then goes into his house, so be sure to trigger the mine first or he'll kill himself. When he vanishes, you get a mission accomplished message. Now it's time to turn in the documents Awareness is looking for. Either go back the way you came or use the Dead Cordon teleport inside the east tunnel, which is heavily guarded.
To use the teleport, go directly east, jump the fence, cross the river, and continue to the edge of the map. Turn north and go behind the structure over the tunnel. Inside the structure, find the hole in the floor, low-crouch, and drop through to the shipping containers (it's difficult, but possible at the east end). Take cover from the ceiling-mounted machine gun on the west side of the top shipping container and clear out enemies between you and the bus. Get to the left bus door as quickly as possible to teleport to Dead Cordon > Dead Bar > Vehicle graveyard to find Draftsman.
Draftsman∨
Going to Vehicle graveyard results in the removal of your swag, at least the first time you spawn. I'm not sure if it's because I killed the Burer before at the tunnel going to Dead Bar, or that it only happens on your first visit. There are two possible stash boxes (that I know of) that may contain your stuff:
- From the Dead Bar teleport, follow the edge of the tunnel mound north as it turns east and comes to a fence. Follow the fence north to the river and cross. There are several mutants in the area, so be quick. Turn west and find the stash box in the weeds at the trunk of the first tree. If you have trouble getting to it before the mutants attack, try going directly to the tree from the point where the mound meets the fence. Once you have everything, sprint east to where the river meets the fence and go through the opening to avoid the mutant attack. If there's no stash box, reload the autosave and try the next location.
- From the Dead Bar teleport, follow the road north and turn west just north of the train hanger from Garbage. From the train hanger, follow the river's west bank to the northern edge of the map, then turn south and walk up the embankment. The semi-buried stash box is just south of that.
Enter the east hanger door, turn north and go up the stairs, which turn south. Continue south to the next set of stairs and turn north again. Take the catwalk to the north wall and turn west, going all the way to the west wall. Turn north and step out onto the roof. Turn southwest and jump to the other roof, then to the top of the fence. Walk along the top of the fence to the next building and into the doorway to find the Draftsman directly below.
Drop down and talk to her to complete the task. Here's what she has to say:
It’s you again, mister! Just how long do you intend to terrorize a delicate young lady with your presence? You’re looking for the Draftsman, I bet? Well, he won’t show up until the second part of your adventures. And when he does—good luck trying to erase him! TO BE CONTINUED IN THE NEXT PART OF THE GAME!
It will make sense very soon. Now to leave. Walk along the north wall to the shipping container opened at its east end and connected to another container. Go through both, turn south, and go to the end. Turn north and find another open container on your left. Follow the passage to a Gas anomaly. At the end of the east-bound passage, turn left (north), and then right (east) to get out of the anomaly. Leave the building and take the road south back to the train tracks.
- 7.63 — Take the west tunnel teleport to Glass tunnel. You must get above the tunnel, drop onto the train car, drop into the open hatch, and go through the cars to the teleport. You spawn in Glass tunnel at the north end. Take the passage going west, then south, then east and cross over to the east tunnel. Go south over the rubble to find a passage between the two tunnels and a stairway up. Turn right at the top of the stairs and take the left tunnel to the Military warehouses teleport, and on to Radar.
- 7.64 — Take the east back to Dead Bar and continue north back to Hidden Road. Use the Stibnitovy "Breakdown" artifact to Empty land. See Layering reality for additional instructions.
Red forest (CS a.k.a. Radar in SoC)∨
In Military warehouses, use the transition closest to the swamp. You have to jump the fence to get to it. When you spawn in Radar, a cut scene starts that you can Esc out of. An Ecologist and a Tanker soldier call from behind you, but you can ignore them if you like and skip to Project Blood Documents. Talking to them starts an optional task:
Deliver Environmentalist
As they come through the gate, you get a new task: Deliver environmentalist to the entrance to Bunker. Talk to Tanker:
Conversation
- Tanker: We have to talk. Listen!
- Revived: So, I understand you're "sunbathing"? The car won't start. So, you need help?
- Tanker: Of course. Any repair kit will do. All I need are a few wrenches to unscrew some things in the BMW and fix the starter.
- Revived: I'll get you a repair kit. And then we'll head to the Bunker. The BMW will provide us with some armor protection against the Burner.
Following the conversation, you have a thought: So, the repair kit, the repair kit... Where could it be? I should probably look for it in the scientists' complexes..., and a message appears: SCAR: So, guys, are we going to crawl back to the Cordon to Sidorovich to haul those broken guns? Or.... The problem is, you can't use the nearby teleport back to Military warehouses because you die instantly if you do. None of the Breakdown artifacts work here. The only option is to press on.
Red forest is a hostile environment with Psi pulses that blur your vision and cause a slight decline in health. If you completed the USB drive with movies on it task, the helmet you received should help. There's a Monolith squad at the first checkpoint. After that, the road is guarded by armed Snorks (like you encountered in Bunker Radar).
The teleport at the end of the first north road goes to VaHey rustles. The second road north goes to Suburbs, and the west end of the road goes to the Red Forest cave north of the tank (your best option). This teleport is a bit deceiving in that you have to go about 10 yards past it before you jump. In Red Forest, head for the Military warehouses teleport, and then use the Tellurium "Breakdown" artifact twice. Talk to Sakharov:
Conversation
- Sakharov: How are things going?
- Revived: By the way, Professor, did they happen to bring along with you and all this scientific junk such a simple thing as a repair kit for wheeled vehicles?
- Sakharov: Hmm! For some reason, I got the impression that I was just called junk... Hmm! Well, well, well! What do you think you're doing? Take your "junk" and... goodbye, as they say! [the professor fell silent, looking displeased]
You receive the necessary repair kit. Use the Galena "Breakdown" artifact to Garbage, then Bar > Military warehouses > Radar. Take out whatever weapon you have in your secondary slot and leave it empty. Talk to the Tanker again:
Conversation
- Tanker: We have to talk. Listen!
- Revived: I'm calling about the repair kit.
- Tanker: So, how did it go? Did you actually manage to get it?
- Revived: Take it
- Tanker: Thank you. Oh! I'll fix it up in a jiffy and we'll be off!
A message displays:
Tank Crew Member: Okay, get on the tank, and free up the second weapon slot – I've tweaked a more powerful gun for you here!
You get an M60 in your secondary slot (eventually). Approach the Ecologist to get a message that he's ready for a breakthrough and he enters the BTR. Enter the BTR last as a timer starts with another message: Okay! Let's go, guys!!! We have three minutes for everything!
- Driving the BTR is like driving a bus, take the corners wide.
- If you have trouble getting through an area, try switching the second person (F2).
- The anomalies in the middle of the road don't hurt you or the BTR and you can just drive over it.
As you travel up the road you get more messages:
Conversation
- Ecologist: (as you approach the ramp at the top of the hill) Don't slow down here, we'll take it at full speed.
- Ecologist: Go left to the Bunker until the end of the road.
- Tank Driver: Okay, show me!
- Ecologist: Keep going until we reach the gates.
- Tank Crew Member: Mow them down, brother, mow them down!!! Ah-ah-ah-ah, you bastards!
- Ecologist: Run to the train car! To the right, towards the antennas! Hurry, damn it! Radiation again! My brain is boiling!! We have one minute!
- Ecologist: I've spotted a TV poltergeist! Get out of the car immediately!
Follow the Ecologist's directions and go in the second opening along the south wall. As you enter the complex through this gate, the timer stops and you have time to maneuver. Go north down the ramp, over the tracks, and back up again. Turn right between the last two towers and follow the tracks to the train car. Once you arrive at the train car outside the X10 entrance, you complete the task. Exit the BTR immediately and help the others with the Poltergeists. When they enter the lab, you get two messages:
- Tanker: I think I'll dive into Bunker A too, because you can't keep your sanity around you guys!
- I'm entering the bunker. I'll try to activate the teleporters.
Project Blood Documents
You need all six Project <<Blood>> documents before you can enter the lab. You may notice the two Search Areas on your PDA map. Go to the nearest (smaller) one and get the Access Card and Hermit's Flash Card. Go north to the long fenced-in area with large pipes and go to the opening in the fence, which is guarded by an anomaly. You can sprint through it and continue west to the ladder. Climb the ladder to the first in a series of locked doors and enter the first code on Hermit's Flash Card. The door opens automatically. To open the next door (on the right/west), enter the second code. You should hear a clunk. Go to the door and press action (F) three times. If the door doesn't open, try the third code. Same with the third door.
Go through the doorway with the light overhead (the other two are dead ends) and up the stairs on the north wall. Download the data from the laptop and return down the stairs. Find the ladder in the northwest corner and go down, then east to find another ladder. Take that down to find the teleport to the closed-off area of Bunker Radar (where you started the game). Go to the room in the northwest corner to find Awareness standing next to the first backpack you found which now has all your stuff in it. Here's how the conversation goes:
Conversation
- Awareness: Back? Excellent! You have your documents with you, of course?
- Revived: Yes. Take it.
- Awareness: Took... And now.
- Revived: Before you shoot, answer those questions I deserve to hear. At least before you die.
- Awareness: Well... It's a bit romantic, but... why not?.. Ask away.
- Revived: What kind of experiments is the O-consciousness conducting? And why are they all accompanied by emissions or catastrophes?
- Awareness: Wow!... I didn't expect that... from a simple mercenary. But since I promised [the conscious being openly reveled in his pretense of nobility], I'll answer.\n The fact is that any of our experiments is, by definition, a disaster. Of varying magnitudes, but nonetheless, this is the most appropriate definition. We connect the subject to the equipment and puncture the Earth's information field on the topic of interest. The topic is formed based on the impact of the information we need on the subject's conscious and subconscious. That is, when the person we've processed connects to the information field, the question we're interested in is formed in their mind as a priority. And now about the consequences. As soon as the subject learns what the common people call the future, but in our opinion, it is one of the possible realities, it changes due to this recognition. The subject immediately sees what is happening in the altered future, it changes again, he sees again... Ultimately, each experiment ends with the subject's brain burning out, and the Zone's reality is hit by a beam of a varying number of emerging realities. As you understand, energetically, this cannot pass without leaving a trace in the place where the information field interacts with the physical reality of the "primary plane" where the Zone arose. Furthermore, any reality is a sequence of events of varying degrees of importance. Stalkers and outside scientists have long noticed that after emissions and catastrophes, not only does the physical map of the Zone change, but a multitude of new artifacts also emerge. So, I have led you to an understanding of what I would like to hear from your lips, formed by your own mind. .. Do you NOW understand what artifacts are?
- Revived: Damn it! .. from your words it becomes clear that .. artifacts .. are .. events?
- Awareness: Congratulations! It would be a shame to destroy such a clever specimen. But, unfortunately, I can't make you available to our "reality breach" department as a test subject. They'll read all our communications in no time.
- Revived: Wait! Answer the last question: how can the Zone be liquidated?
- Awareness: We've been working on this issue as a priority. The only conclusion we've reached is that, at a minimum, all events of manifest and unmanifest realities stolen from the Zone must be returned. In other words, all artifacts taken outside the Zone by Stalkers must be returned to the Zone.
- Revived: Holy shit! .. Did you know that Stalkers and scientists are trying to do shit like transmute artifacts? What will that lead to?
- Awareness: Both the Monolith's fighters and our secret agents are all focused on finding and seizing artifacts from Stalkers and scientists. Transmutation, while possible, is utter nonsense. Imagine someone fusing someone else's important invention with the death of that inventor. Or even worse. For example, the birth of a genius with the outbreak of war... Do you understand? This is completely unscientific and gives rise, even in our "primary" reality, to a multitude of catastrophes and events unexplained outside the Zone. The media constantly talks about such events.
- Revived: So what should we do about it?
- Awareness: And this is no longer your concern.
- Revived: You're right. My job is to take my artifacts and get out of here! And as soon as I decide that, you'll disappear, Monsieur Doppelgenner!
And with that, Awareness vanishes. You can take your artifacts and anything else that he took from you before, and make your way back to the teleport that puts you in Goblin Region. Report to Fake:
Conversation
- Revived: For some reason, I feel like I’ve already found all the passages in this amazing zone! What do you think?
- Fake: Not bad! I was wondering if you’d take the bait. ... Just kidding, just kidding! There are some events brewing in the Zone. So, once they kick off, look me up—we’ll have a chat. Oh, and if you’ve wrapped up all your obligations, you ought to touch base with a certain good acquaintance of yours. If I recall correctly, he was being held prisoner by Duty. Anyway, I won’t keep you any longer, warrior.
- Revived: It’s all right. That happens here.
- Fake: Alright! By the way, while I was—let's say—looking for passage points, I saw your doubles in the Zone.
This gives you a Priority Task:
Search Arrow. If another important mission has been completed, it becomes possible to encounter the arrow at the location where it was originally obtained.
Next stop is the Abyss under the Zone. Take the Garbage teleport and on to Bar.
Abyss∨
In Bar, go to the south checkpoint, turn northeast off the road and go behind the building to find the Forest of Oblivion teleport. Go northeast down the hill to the cabin as there are some Zombies nearby. Use the ladder to get on the cabin's roof and clear them out. Go northeast to find a cave filled with spiders about halfway up the mountain and directly north of the cabin. As you enter the cave you have a thought:
It wouldn't hurt to scout out what's underground first, and only then haul it off to someone.
At the back of the cave is a teleport to the Abyss.
When you spawn in the Abyss, you get a message:
The blind man played with the first six digits... and got through.
This is a clue to one or more codes you need to unlock something. You meet a Stalker:
Conversation
- Stalker: Are you alone?! Did you bring anyone?
- Revived: To start with—hello! What is going on here? Who are you, anyway?
- Stalker: Aha! You saw a guy underground and didn't figure out who he was... right... We're diggers. A squad. We're waiting for backup. Did you see any of our guys near the entrance to the Cave?
- Revived: At the entrance, nothing but little spiders are chirping away, sharpening their stingers. So you’ll be waiting a long time for backup. Especially since "your guys"—the ones with Beard—are screwing up over at the Flea Market and aren't exactly in a hurry to get here.
- Stalker: Those spiders must have caught our scent back up there and started chasing us. Now do you get why the woods up top are called the Forest of Oblivion? Now those bastards are going to be guarding the exit... they’re in no rush.
- Revived: Stop your whining! I’m heading deeper into the cave, so I’m your only backup. That said, if you plan on just hanging around here at the entrance, then I’m not your company.
- Stalker: Alright. Go join our guys; I’ll signal them that there’s no point in waiting any longer. But mark my words: without the boys, you won’t be opening that coded door in the heart of the Abyss. Only our guys know the code—and it was paid for in no small amount of blood. So, like it or not, you’d better look out for our boys, merc.
There are three Bloodsuckers in this area that you may have to deal with. From where you met the Stalker, continue west, take the first right north, then first right again to drop down and approach the group to get them started. The idea is for you to lead them to the first door, but like all the other NPCs in this mod, many may end up getting killed along the way (fixed in 7.64). Try to stay ahead to take out any mutants while letting them show you the way. This is painfully slow because they all stop at every anomaly. Sometimes you have to go talk to them to get them moving again.
You only need one to make it to the first door. However, it has to be the one who knows the code. Otherwise, the guy just stands there off to the side and you have to reload a save with a few more around. Subsequently, it's best to as many in the group as you can, as painful as it is. However, some of them actually turn around and go back.
If there's a Bloodsucker inside the door, the NPC won't open it. You have to go up to the door so that the Bloodsucker goes into attack mode, then shoot it with a shotgun. Then the NPC will open the first door. The next three doors have codes containing the first six digits on the keypad, (i.e., 0-5). Okay, so I'll put them here, but try it first. Once inside the first door, it's pretty linear. After the second door, there are two ladders, but the north one is a dead end:
Door Codes
- 01234
- 012345
- 123
You get a message:
I have no further instructions. You are advised to determine the procedure for resurrecting the subject independently.
Use the Stibnitovy "Breakdown" artifact and then go north to find a teleport to Zaton's Claw Anomaly. At every option, turn right to get out of the cave and go up the hill to the Fueling Station. If you didn't talk to Noah before, do that now (see Zaton for the conversation.
Leave the Fueling Station through the east doorway and find the tank inside broken cement enclosure. Drop down on the east side and jump to the west side at the north end. Now go between the tank and the wall to teleport to Cordon. You spawn on the south side of the tracks and west of the tunnel. Go through the tunnel and stay west into the valley that runs behind the Northern Farm to find a drainage tile at the north end of the valley. This teleports you to the north end of Bar. Make your way to Agroprom by either using the Military warehouses teleport and the Asbestos "Breakdown" artifact to Garbage, or go to the south end of Bar to the Garbage teleport.
In Agroprom, go to the cave where you saved Semenov's group from the mutants. Pick up Luke and carry him back to Garbage > Bar > Forest of Oblivion. Each time you approach a teleport you get a message:
The soul's shell has been delivered to the teleport.
And another one on the other side of the teleport:
Deliver the soul shell to the teleport.
This also happened to me when bringing Ghost in from Yantar > Wild Territory. I went through the teleport into Bar, then came back to Wild Territory and got the message that Ghost had been teleported. A save before the Yantar to Wild Territory might be prudent as well. Then try modus5's fix at 1:27:50. It didn't work for me, but maybe for you. Here's the code:
local bad_object_names = {"gar_perehod_v_bar"}
local i, se_name, se_obj
if level.name() == "garbage" -- если уровень Svalka, то
if i, se_name in ipairs(bad_object_names) do
se_bj = alife():object(se_name)
if se_obj then
news_manager.send_tip(db.actor, "Удалили объект "..se_name,nil,nil,1000) -- запись в ПДА
alife():release(se_obj, true) -- Удаляем старого, если есть
end
end
for i, v in ipairs( { 6154 } ) do -- spawn_id в алспавне,
news_manager.send_tip(db.actor, "Получили объект "..v,nil,nil,1000) -- запись в ПДА
alife():create( v ) --спавним нового
end
end
Be sure to close the file before booting the game up again. Having it open may cause the game to lock up or crash.When you get to the cave, the spiders are back. Clear them out and drop Luke's body into the teleport without entering yourself. Now return to Yantar by way of Bar > Wild Territory and do the same with Ghost. For Fang in Pripyat (east), go to Bar > Military Warehouses and use the Tellurium "Breakdown" artifact to Pripyat (east). Get Fang and use the teleport in the lower level of the building.
When you spawn in Forest of Oblivion, you have a mountain between you and the cave, along with all sorts of mutants. The most direct route with minimum mutant contact is to go directly west into the valley, fight off the Flesh and Boar, go up the east side of the mountain, and when you get to the west side and can see the path, turn southwest and go straight for the cave. Go through the teleport yourself and take each of the bodies to the machine. Fortunately, you spawn next to the first door and don't need to drag them through the maze of tunnels.
I don't think it matters what order you do them in. I usually follow the order they were found in. Put Luke in the room and close the door. You get the following messages:
- The Death event has been eliminated.
- Item lost: Death artifact
- A positive event
There's an earthquake and you can open the door. The character eventually spawns and you can talk to them:
Conversation - Luke
- Luke: It feels as if I never existed.
- Revived: Maybe you're right.
- Luke: Uh... I need to be alone—pull myself together. Let's meet later.
- Revived: You bet!
Conversation - Ghost
- Ghost: It feels like...
- Revived: ...as if you never existed... right? I know, I know...
- Ghost: Listen, I don't know who you are, but just be quiet—my head is absolutely splitting after the lab. Let's talk later.
- Revived: Yeah, no kidding! A little chat wouldn't hurt.
Conversation - Fang
- Fang: Damn! That face looks so familiar... I just can't place it...
- Revived: Just don't dwell on it. It's not worth it—really! You never know what kind of things you might imagine seeing in the Zone...
- Fang: Yeah? That’s for sure... Pull myself together... Meet up later... I can’t make sense of what’s running through my head. It’s as if it’s not even my own!
- Revived: Yeah, yeah! Pull yourself together... Let's meet up later... Don't sweat it too much!
Each one vanishes without a single thank you. Head back to the Bar (Stibnitovy "Breakdown" artifact > Zaton > Cordon > Bar). Finish any tasks that you have (if you want). When you're ready to end the game, go to the Bar's south checkpoint where the Forest of Oblivion teleport is and talk to the Important Character:
Conversation - Strelok
- Revived: Hm! What kind of Strelok are you? I know the real Strelok well! Huh?!
- Strelok: Are you kidding me?! The one you "know well" is NOT the Shooter! *I* am the Shooter.
- Revived: Holy shit!
A final message:
Here, the events of the first part of "The Doubles" come to a close; the continuation follows in the next part.
City of the Dead∨
From Forester's, follow the road north, take out the NATO troops, and take the City of the Dead teleport. When you spawn at the south end of town, you have a thought to look around. Other than a couple of light blue stash boxes with food and vodka, and some working vehicles behind the school, the only thing I found was a hysterical Bandit that I couldn't talk to in the Fitness Center's second level. So, I shot him and got some sort of update. His smartphone had a recording:
Yochi's smartphone: {voice recorder} [track 0259^ ..//Sheluden, listen up! There's a soldier's body at the "Quiet Shelter" location. He has a flash drive with data about the crossings. He was carrying it, but didn't make it. Maybe you can deliver it. And then I'll personally give you a nickname - The Deliverer!]
I searched every building on the map, plus the sewer system. I also searched the church in Suburbs, Pripyat (east) Hospital and Book Store, and the Deserted hospital. I'm not sure where else to look.
Some notes on the City of the Dead:
- The southeast road transitions to Red forest (X-10).
- The northwest road guarded by BTR. Beyond the BTR is the transition to the Outpost.
- The park fountain at the south has some sort of security system.
- Askold: "Stop, don't come any closer!"
- Revived: "Not very welcoming!"
- Askold: - Security formalities. Don't forget that you're under surveillance.
- Revived: "How could I forget! So, to what do I owe this distinguished visit? Zarka told me that the Watch is planning to destroy me."
- Askold: "There's no point in eliminating you now. You don't have the artifacts with you... [Ah, thought Scar, so if I return the artifacts, they'll immediately send me back in a body bag.] I have some information for you, directly related to your mission, as you understand it, Stalker."
- Revived: "And is that the only reason you came down from 'heaven'?" Scar teased.
- Askold: "We only do what is expedient, based on the situation. Now, to the point. Do you understand what the Zone is?"
- Revived: "Well, now you can tell me," Scar retorted to the tiresome question, "and I hope your version will be more original than all the previous ones I've heard."
- Askold: "It doesn't matter to me, the question was more rhetorical. So, the Zone, to use an analogy, is like a non-healing fistula on a person's skin. Have you ever seen anything like that?"
- Revived: - I had to.
- Askold: "It's a gruesome sight, wouldn't you agree, when you can see the internal organs through a tear in the skin, and it's all festering and not healing?"
- Revived: "Why all these medical details?!"
- Askold: "Do you know the reason why it's not healing?"
- Revived: - I haven't thought about it.
- Askold: "Besides the informational reason why the 'fistula' appeared, the existence of anything massive has significant inertia, but in addition to that, pathogenic organisms that rush to the affected area also prevent the fistula from closing. Do you understand what I'm getting at?"
- Revived: "Oh, come on, it's not exactly rocket science – you're just laying the groundwork for the idea that we, the Stalkers, are like microbes that prevent the Zone from 'healing,' right?"
- Askold: "Exactly! [the Watch Commander's voice became "metallic"] You must immediately cease your attempts to revive that Zone, whose female avatar drove you mad, and start wanting to help humanity close the rift."
- Revived: "To start wanting..." Where did you pick up such expressions? In the thirtieth century? We don't talk like that... and how can you even force yourself to want something?
- Askold: "Such practices exist in our time, which is why I'm using this terminology. It seems to me, judging by the characteristics I've observed in you during my pursuit, that you possess the inherent abilities for this."
- Revived: "Oh, my dear mother... you lousy hunters! You would have been searching for me for a long time if it weren't for this false tip about treasure in this pit."
- Askold: "It doesn't matter anymore, I've given you the information you need to think about, and the rest is up to you... And one more thing you should know: those anomalous formations that you, the Stalkers, call "reality perforators," are actually "reality destroyers." And the ability to slip into the informational cracks of the Zone is just a side effect. These objects are simply heavier than the reality they are in, and upon contact with human desire, they sink under their own weight into a deeper "depth" of reality distortion, which is the Zone itself, dragging along whoever possesses them."
- Revived: "If only you would also tell me about your relationship with the one who calls himself 'To Leave Unavenged,' then I would myself sink into the ground from the weight of such knowledge, far away from you, comrades of the Watch..." [Scar tried to change the subject]
- Askold: "This doesn't concern you. You have our radio. In a difficult situation, you can use this radio to call the Time Watch fighters. But be warned, they will eliminate everything living around them, so don't get caught in their crosshairs! Now go."
- Revived: "I'm still going! [They think they've injected me with viral information, and now I'm going to go and wipe out the Stalkers in the zone... well, well...]"
Sarcophagus∨
You spawn at the top of a spiral staircase. Work your way through the Sarcophagus, where you will encounter several Zhutmys, instant-kill holograms, and the unnamed mutants that carry the Night Star artifact. Hopefully, you can get enough Zhutmy eyes. Fight your way through Monolith Control. Do not destroy the O-consciousness hologram crystals, just continue past it to the stairs and spawn in Chernobyl 2.
When you spawn in Chernobyl 2, go southwest to teleport to Chernobyl 1 and go south through the opening in the wall and follow the road east to the Pripyat teleport. There is a Goatling along the way that will speed up your trip. The nearby teleport goes to the Abandoned Hospital. In Pripyat, use the Torbernitovy "Breakdown" artifact to teleport back to the CNPP roof. Go to the northwest corner of the roof and drop into the teleport. You spawn in a small room with the Thallium "Breakdown" artifact. Pick up the artifact and continue toward the door with the teleport. You spawn in a broken section of the elevated walkway. At some point you get the task: Find the entrance to the station building. You may need to drop to the ground and walk around for a few minutes until you get it. Then, use the Thallium "Breakdown" artifact to Chernobyl 1, return to Pripyat and use the Torbernitovy "Breakdown" artifact again to teleport back to the CNPP roof. This time, take the teleport next to you, and the next teleport to go to Managing Tunnels.
- CNPP2 to CNPP1
- CNPP1 to CNPP2
- Excavation Time to Polygon O-consciousness (see Saving Ket)
- Abandoned Institute to Plant Rostock to Empty land
Managing Tunnels
- Managing Tunnels is a very unstable map that crashes for even the best of systems (judging from the videos I've seen). Fortunately, it's a small map and not much to do here. Still, Quick Saves are recommended.
- There is a teleport at the top of some stairs that takes you to Bunker Management. However, it's a trap with no way out.
Managing Tunnels is a small map with mutants, instant-kill holograms, and Heather lifeless Zombies. There's a dead Scientist, but not much else until you come to a room with an alcove on the east wall with a ladder going up. A direct route is to go down the steps, through the hole in the wall, and into the south passage. Make a U-turn into another passage and through the door with dragon teeth along the bottom. Find the Dead Fairy artifact and the Underground Zone doc. Go down the ladder, turn north, take the first left and follow the passage until you can turn left again. Find the teleport on the right to Station of the Underdark. Go east and cross over south to find the broken staircase that leads to the Red Forest teleport.
Find Digger∨
Coming into Pripyat from Suburbs and heading for the Bus Station, you get stopped by Swifty:
- Swifty: Wait!
- Revived: Howdy, soldier! What are you guarding here?
- Swifty: Whether I'm guarding you or not... What's it to you? As they say at the bar: come on in, don't hold me up!
- Revived: Hmm... Everyone's so nervous! Don't get worked up, I'll move on anyway. You can at least calm down here if it's such a secret.
- Swifty: Wait! .. Basically, we're stuck in Pripyat. Those who were leading us are dead. Over there, towards the Death Zones stadium, people's brains are exploding. What to do now? We don't know where to go, either.
- Revived: Where are your comrades?
- Swifty: Yeah, they've lit a fire in a barrel at the bus station and they're sitting there, waiting for the weather to clear. And I think we're all screwed. There's Monolith and some other armed fighters in town.
- Revived: Why don't you go through the City of the Dead to the stalker zone?
- Swifty: We don't really feel like adding to its dead population. You're from there... and if you've been through it, you know what I'm talking about.
- Revived: Good. I wish you survival! [And not becoming Monolith fighters, Scar muttered quietly under his breath.]
- Swifty: Okay. I have to go on shift anyway. If you want, I'll take you to our senior. He's the most experienced of the rest. Maybe he can tell you more.
- Revived: Yeah? Well, it would be interesting to chat.
Follow him to the Bus Station and talk to Kagor:
- Kagor: And here are the guests!
- Revived: Hello, stalker! Are you stuck here? Tell me what's going on.
- Kagor: It's true that we're stuck. So stuck that we don't even know how to get out. It's such a nightmare all around... Did you see?
- Revived: Not really. I just arrived.
- Kagor: Did you walk through the City of the Dead?
- Revived: Yes.
- Kagor: Video of our... hm... dead fighters?
- Revived: Maybe I did. Who can tell them apart now? They're all there... not quite dead, you know.
- Kagor: I'm not just asking. A guy got left behind, the life of the party, so to speak. He'll be lost there. Bring him to us, and I'll give you some very interesting information in return. You won't regret it.
- Revived: Damn it! How am I supposed to find him there?
- Kagor: I'll tune your smartphone to his. It's been dying, so you'll only detect it if you're close enough. So, do you want to do it?
- Revived: Yes, I'll take it! Or: Hmm... I think it's more important to continue on our way now, sorry!
This gives you the Find digger task. Go south to the Suburbs teleport and save before you use the teleport to City of the Dead along the west side of the road. When you spawn, you get two messages:
- Accompany the Stalkers
- Wait! That's a seasoned veteran! Looking at you, our guys decided to rush into the city of the dead. We found a helicopter pilot, and according to their documents, they have special forces weapons on board. You're a seasoned guy—help our guys get to the helicopters. And maybe some of what's there might be useful to you too!
A group of Stalkers spawn next to you. This is a strange one: on my first few attempts (I was trying to keep them all alive) there was an attack by Zombies, and then waves of mutants. It seemed impossible to save all the Stalkers. If you save before you teleport, you can adjust your weaponry for a better outcome. But after successfully beating the Zombies without any casualties, that was it and the Stalkers all went in different directions. I when to the target, which is a helicopter just outside the fence in the northeast corner of the map, and cleared out the cache to complete the task and got a message: Data on the coordinates of the entrance to the city's drainage system has been obtained..
I then turned southwest and headed for the digger. At the Outpost teleport, I encountered two Monolith and a BTR. Past that, I found Kruglov searching the digger's corps:
- Kruglov: Hey, sir, where are you from?!? You're just in the nick of time! We were just about to get mauled by dogs! .. Well, I wasn't mauled, but that poor guy wasn't so lucky.
- Revived: I see, I see... And wasn't it you who knocked him off, by any chance?
- Kruglov: No, no, what are you saying!! Look for yourself - nothing but bites... I couldn't have done it anyway! How could you - into a living person, no, what are you saying!!
- Revived: Well, yeah! Something like that
- Kruglov: I was studying some previously unknown anomalous objects in the City of the Dead, but they attacked us, and killed the two soldiers guarding me! They defended themselves bravely, bravely! I ran behind those houses on the hill behind me, and that stalker was hiding there, and blind dogs immediately started pestering us... It was a nightmare, everything went wrong... but then, that's how it always goes here! I need to report what happened urgently, can you help me?
- Revived: Help, help... that's all I hear... But what should I do?
- Kruglov: The radio was damaged, so I walked, walked, and you next to me, like a squirrel... [without saying another word, the cowardly scientist ran along the ravine]
Kruglov then runs off to the Red Forest teleport. You get a message: You... find my boss near the city.. If you follow him through the teleport, he's nowhere to be seen. Search the digger to complete the task. On an eastern hilltop is Hawaiian, who will sell you information on any teleports you haven't already found:
- Hawaiian: Hey adventurers! Are you just looking for something to do, or do you have a more lofty reason?
- Revived: Both... I take it you've been around here long enough to know all the ins and outs, right? I'll take it at a reasonable price.
- Hawaiian: Hmm, first time as a businessman and without any frills... Here's the info.
- Revived: No time for waffling. Bye!
Continue to the northeast corner of the map to find three Scientist, but only one will talk to you:
- Beads: Stalker! You're just in time! We're stuck here, and I have to admit, we're in a very difficult situation!
- Revived: I see, I see... And what's the problem?
- Beads: You can see for yourself... there are the dogs... they're scary... the city is a total nightmare - the living dead are walking around... I thought things like that only happened in science fiction movies! And also, our employee Kruglov has gone missing. He's not available for contact.
- Revived: Calm down, he's not even in the city. And this place is called the City of the Dead. So it lives up to its name. That's probably why your Kruglov left here, so there's no point in waiting for him.
- Beads: What a coward!! I'll report his behavior during the expedition to my superiors. But we're certainly not here to observe our employee's behavior, stalker. Our mission is to measure and record the parameters of the fields surrounding the anomalous objects observed only here. Have you seen them? Those strange, incomprehensible formations hanging in the air. And here's the thing. You've seen for yourself that our mission is on the brink of failure. May I ask you, for a good reward, of course, to examine these objects with our special detector? And I'll wait for you here. The expedition, which has cost so much money and even lives, must not be disrupted! I beg you for your help!!
- Revived: Okay, okay... I see you're not the same kind of person as your Kruglov... Give me the device, I'll run quickly and take measurements.
- Beads: Excellent! Here you go, take the analyzer. I'll be waiting for you here.
Beads gives you his analyzer and you get: New Priority: Find all anomalous objects in the city and surrounding area, but no task displays on your PDA. The easiest way to find most of them is with the drone. However, there is one inside the partially collapsed apartment building and one in a house to the southeast. When you get near one, or a cluster, there is a thunder clap. When you've scan them all, you get a task update to report to the scientists:
- Revived: Mine has come! Mine has returned, oh great Jedi!
- Beads: - [Everyone here must be slowly losing their minds, thought the scientist, switching to a formal tone just in case.] I'm extremely glad you're back! I won't ask you for details, here's your reward! And you give me back the analyzer.
- Revived: Here you go.
Report back to Kagor:
- Kagor: Alive?! I never expected it!
- Revived: Yeah, it's okay, I'm used to the dead by now. Bad news.
- Kagor: It's clear.
- Revived: Your life and soul of the party died. I don't know if it was a heroic death or what. He helped some nerdy scientist there, but the dogs mauled him. So that's how it is.
- Kagor: Damn... He was a good guy! .. Well, and... okay. I promised to show you something interesting. Anyway, one of our comrades knows how to get past the death zone to the other side of the city. Are you interested?
- Revived: (either) No, I'll manage somehow myself! (or) Yes (and you get a task to follow the guide)
On the other side of the city, find Ayr somewhere in or around the school:
- Ayr: Hello, stalker. I think you have a lot of questions for me, right?
- Revived: Who are you?
- Ayr: I represent another loop. And the time for its answers has not yet come.
- Revived: And yet... Am I really that much of a distraction from climbing around the back of the school?
- Ayr: Persistence is a good quality! So what brings you here?
- Revived: By fate... well, they say that one of the Zone's very first old-timers is wandering around Pripyat, who knows everything here... well, and so on. So, I decided to take a look!
- Ayr: Take a look? I'm not exactly an oil painting to be stared at. Fine. Tell me why you came!
- Revived: So, I'm in the right place after all... Listen, do you know why my infoscanner sometimes gets information out of nowhere about some events in the Zone? Like, a squad of stalkers or mutants has been destroyed, huh?
- Ayr: Well, you said it quite well – "out of nowhere"! You forgot that the Zone is half the reality of the physical world, and half the Earth's information field. I think they'll soon be teaching in schools that the Zone is a short circuit between the information field and the physical plane.
- Revived: Tex.. I take it that was the answer, right?
- Ayr: Yes..
- Revived: Something "uh-huh" came out as somewhat meaningful. Go ahead and talk if you know what it is.
- Ayr: What sensitivity... from a mercenary... Yes, I thought about "halves". In fact, they're not halves, but quarters, or even less.
- Revived: Wait, wait, old-timer, you're still on your own, and I've lost track. What's this halves-quarters thing? ..? You said it, half reality, half information field! Just now. You said it yourself!
- Ayr: Well, yes... That's - so as not to go into too much detail. Okay. We'll talk about this again sometime.
- Revived: Okay, fine! What do these messages mean? Are they important? What makes them so loud when they're broadcast by an infoscanner?
- Ayr: Ah... in that regard... yes, of course! The death of any friendly squad means you can no longer accept missions from that squad. The number of squads steadily dwindles while you're wandering the Zone. Take note. And the death of mutant groups means that other groups can now pass through the points they occupied, and the situation in the Zone has changed. Get it?
- Revived: Now I get it, thanks!
- Revived: I have another question. A crazy girl named Ellie showed up here. What's the best way to beat her up, if that's the case?
- Ayr: Is it okay to get girls wet? A wet girl is...
- Revived: Girls like these will make you dry out. To get to her, you still have to take out the Depot and the Flea Market. And what about the stalkers?
- Ayr: Ah... that's a different story! .. Well, there is a method. After her second phrase...
- Revived: Hmm! Oh, thank you! Otherwise it's like "Silent Hill," God forbid!
- Ayr: Bye!
- Revived: [Already leaving, Scar heard Er humming an old, still Soviet song, “The world is not simple, not at all...”]
- Revived: Well, what if, God forbid, the stalker's trail leads to the Marshes? What then?
- Ayr: Wow! You've seen so far! Just you wait, I'll see so far too.
- Revived: [The Reborn waited patiently]
- Ayr: Yeah! Well, it's only worth sticking your nose in there at night if you're close to your enemies. You can steal their equipment at night and leave it where it won't get in the way during the day. There's no point fighting patrols. They'll send new ones, even more than before. Basically, act quietly, don't shoot at anything you don't like first, ignore the idiots who stray from the main force; idiots always have their own agenda. What? Am I being misleading? Just wait, if you get there, the whole picture will come together. Just don't forget what I told you here.
- Revived: Holy-holy! .. This is the first time I've seen a clairvoyant!
- Ayr: Slow down a bit, friend! Whether I'm clairvoyant or not, you'll find out later.
- Revived: Oh, come on! Don't be offended! It's just me, nervously blurting out something funny in conversation. I wish you good health and many years in the Zone.
- Ayr: That's all!
Squad Leader Tasks∨
The following list contains tasks you get from squad leaders, identifiable by a circled dot on your minimap. The first six are important in that they provide some good swag and information you will need along the way. Remember, you have to come back to the task giver to complete it before you can get another. The order may vary depending on which faction the task giver belongs to, but the first six seem to be consistent. To obtain and deliver to the customer.
- Bat (may change with each game) — "I have a job for you! I can't go there myself right now, but if you return the artifact, you'll get a genuine bandit's black cloak, almost undamaged. It's not new, of course, but it has a cozy little pocket made of shielding nanoweave fabric. Guess what it's for? That's right! For the artifact. And I'll also give you a cool dagger. It's a captured German one, the guys dug it up somewhere, but it's in excellent condition. Come on, I'm waiting!" Walkthrough: Garbage — Go into the Train Hanger's west entrance and watch for a Bloodsucker. Turn right just inside the door and up the stairs to the catwalk that runs along the south wall. The backpack is just through the doorway of the east wall on the left. Reward — Knife and Black Gangster Coat.
- PSO-1 scope — "Find and return the stolen scope." Walkthrough: Garbage — I found a teleport at the south end of the Flea Market where Beard (Hunter) sits, but when I needed it for this task, it wasn't there. Anyway, it's worth a try: Just drop off the edge of the ledge (you may need to hop over Beard (Hunter). If it's not there, go into the Train Hanger's west entrance, and use the stacked items along the north wall to get on top of the wall. Go east along the top of the wall to the tree at the east end. Jump to the tree branch and make your way to the tower to find the Bandit and scope. You can drop down from there, but you take some damage and start to bleed. To avoid this, use the tree and drop down to the wall, then to the ground. Reward — CHN-2 Vest
- Special first-aid kit of the "Monolith" group — "The first-aid kit is labeled "Set of radical-action anti-radiation drugs." The instructions for use contain a long list of unpleasant side effects." Walkthrough: Garbage — Simply navigate the anomalies while avoiding the mutants. Easiest to approach from the north. Reward — Spring artifact and Mercenary Light Jumpsuit
- Mobile radio — "I have a task for you. Deep in the Red Forest, behind an old Soviet tank, lies a corpse with a backpack, and in the backpack is a radio. No details, okay? You bring it to me, and in return I'll get you a really nice shotgun." Walkthrough: Red Forest — If you're just getting started, you may need to wait on this one until you get to Military warehouses, which then provides a teleport to Red Forest. As with the first-aid kit, avoid the mutants and anomalies. Reward — BARS Shotgun, good for killing mutants that are out of normal shotgun range.
- The smartphone of a spy who visited Limansk — See Red Forest. Reward — Gravi artifact and Sunrise Bodysuit
- Berill-5M armored suit — "Okay, listen up. I was carrying a valuable piece of body armor back to our base, but I didn't make it all the way. There were reasons... why are you looking at me like that? My legs started giving out, understand?... So, I hid it right where my legs gave out – right at the former "Duty" base. Now it's overrun with zombies and mutants! Anyway, if you retrieve that body armor, we won't forget it. I'm hinting that the armor is very valuable, and the reward for it will be substantial, got it?" Walkthrough Agroprom — NOTE: If you get an SOS message when you spawn in Agroprom, see Find Sakharov. Enter the building from the south and find the suit in the blue stash box. This is the last task necessary to complete the game. However, I've added as many as I could complete in case you want to continue. Reward — Night Star artifact
- Brain — "Mercenary, I need one thing... I lost something, it looks like a brain... but it's not a brain... well, it is a brain, but not quite... Anyway, get it back for me... When I was crawling around the factory grounds, there was such a blast... my brains got all mixed up, I almost forgot who I was... I only came to my senses here, and I have this feeling that my brains are still there, get them back for me... I can't concentrate on anything: I'm either assembling binoculars, or flashlights, then binoculars again, then flashlights... it's awful!" Walkthrough: Yantar — The brain is in a wooden box on the roof of the building with the X-16 entrance. The roof also contains hidden teleports. Go too far left, and you end up in Agroprom. Too far right, you're in Military warehouses. I even ended up in Cordon once. To get to the roof, use the stairs or ladder going to the roof of the build behind, or to the east. Use the boards to get inside and up the stairs to the top floor. Go through the doorway onto the roof and climb the ladder to the box. From the ladder, walk on top of the wall to the front of the box and examine it to get the brain. You may need to aim around the box to get the prompt. Getting back down can be even more difficult. I found it easiest to jump north to the top of the wall and continue down to the next roof. Reward — Four Headlamps and Five Binoculars
- Artifact "dancing accordion" — "Mercenary, help me. You see, the thing is, I recently called my daughter and promised to bring her some kind of toy from the zone. Yes. But then I had to escape from some bandits, and I quickly hid my gift wherever I could... My daughter was so happy... And what will I tell her now? Help me, please. I don't have any money, and... Help me if you can, just like that. And I'll give you my empty backpack. It's not just any backpack. A balloon fits perfectly inside it. And it comes out, and it goes in... It comes out perfectly..." Walkthrough: Wild Territory — If you take the task in Bar, use the teleport in the southwest corner (south of the usual teleport to Wild Territory). This puts you between the Construction Site and Burner anomaly field under the overpass. Clear the way of Zombies and a Controller, then follow the fence on the north side of the road all the way to the end and around to get to the stash box. I've read that having this artifact in your backpack shows you the location of your swag when it gets taken during a teleport, but I've never tested it. Plus, you can't do any more tasks until you turn it in. Also, you may notice a group of friendlies nearby. This is a Duty troop looking to get to Bar. Lead them through Wild Territory and get a 25,000 RU reward for each one that survives. This task is made impossible by the fact that they systematically walk into a camp fire or Burner anomaly. When the Major gets killed, they all stop moving. You can wait on this until you transport Ghost (you'll know what I mean when you get there). Reward — Empty Backpack
- Boar-12 — "Mercenary, when monsters attacked our group in the dungeon, we had to abandon the shotgun we found there. These days, shotguns are known to be the best weapon against monsters. And that shotgun was a beautiful 14-round beast. It's called "Vepr." And its beauty lies in its rate of fire! Of all the shotguns, this one is the fastest-firing! Go and retrieve it from there; why let it rust in the dungeon?" Walkthrough: Agroprom Underground — Ah, but which loop? See Dungeons agribusiness for details. In short, go Yantar > Another Agriculture > Another Subway > Dungeons agribusiness. In the control room, go down the spiral staircase. If you didn't go this way the first time, you have the three cut scenes. Find the gun in the backpack, climb the ladder, and go through the teleport to return to the right loop. Reward — 30,000 RUs
- Trolley "Huanomariya" (skateboard) — Just imagine, one of our carts was stolen! You, you know, give it back to us! Sometimes in the evenings, we'd get stoned with the boys and it would get so good that we'd really want to ride in that cart. They didn't provide us with any other means of transportation. Oh, if only I could catch those smart guys... and get on that cart!" Walkthrough: Dark Valley — The item sits in a stash, located in a semi trailer south of the X-18 building. Reward — Freedom Exoskeleton
- Cocoon — "Mercenary, there's a job for you: retrieve a very valuable artifact called "The Cocoon." I got a tip about a stash in the "City of the Dead," go and get the artifact, and I'll give you a "Seva" suit in return." Walkthrough: City of the Dead — Use the north teleport in Red Forest to get to City of the Dead. Go in the southeast door and up to the top floor. Go into the far-left apartment, turn left, and go past the bathroom to the room with a large, green cabinet and get the artifact. Reward — SEVA suit
- Named IEO — "Yes, you can help. I had a sniper rifle, nothing particularly remarkable, but it was a personalized weapon, from... well, not from my grandfather, of course, but... I got it somehow! I lost it in some crazy place... well, we were drunk and decided to go to the Hollow to look at the super-giants. We got there when it was already dark. And we were walking around drunk, shouting, not afraid of anything... And then, out of nowhere, two chimeras jumped out at us, and then a pack of pseudodogs appeared behind them. I barely escaped with my life, and I left my beloved rifle and backpack behind. I'll reward you with whatever I have!" Walkthrough: Darkscape — Find the backpack under a pine tree. Collecting the rifle may spawn some mutants. Reward — Exoskeleton
- Minigun — "Listen, our squad needs a six-barreled machine gun for a clearing operation. I'll give you the coordinates if you agree. And as a reward, I'll give you a rare artifact that's excellent at removing radiation. Are you in?" Walkthrough Red forest (CS) — If you have been yet, see Red forest (CS) on how to get there and back.
- Scanner anomalies — "Can you retrieve one item for us? We're scientists, and we were testing a prototype – it's a small device that can measure the power of male anomalous abilities, but it's not very useful yet; we only spent two days learning how to take readings. When we were taking measurements in the old mine, something happened, something attacked us... objects flew at us from all sides... only I managed to get out alive. The device is still down there with the other guys; they were thrown into anomalies, and whatever attacked us is probably still there. So getting it back won't be easy, but if you manage to retrieve it, you'll receive a good reward." Walkthrough: Red Forest — The mine is full of spiders and you can kill most of them if you use Forester's teleport that puts you in a safe place to shoot at them from. Then use the Asbestos "Breakdown" artifact to get back on the other side of the gate. Reward — 25,000 RUs
- Abnormal mushroom — "Listen, I think you'd really enjoy this mission. We need to go to the newly discovered Valley of Whispers and bring back a mushroom. What are you looking at? Mushrooms are still a thing." Walkthrough Valley of Whispers is VaHey rustles — You have two options for getting there: use the Torbernitovy "Breakdown" artifact and then the Halkantitovy "Breakdown" artifact, or one of the teleports you bought from Korchoi in East Pripyat. Go there and use the west teleport along the south of the map. When you spawn in VaHey rustles, use the nearby teleport to get out of the cave. There's plenty of swag and Abnormal mushrooms. If you happen to talk with Yasha, it goes like this:
- Revived: Rockefeller said you needed help. What are you researching here?
- Yasha: According to our theory, there are some anomalous formations Underground in this area. It's possible that these formations triggered the powerful local emission that reshaped the entire valley. We sent Stalkers into the valley with specially calibrated detectors to locate these anomalies. One of these Stalkers found a place where the detector readings went off the charts. But he died on his way back to us. Rockefeller sold us his smartphone. So now we have the coordinates of this location. According to the recordings on the Stalker's gadget, it's a cave blocked by rocks. What's inside this cave is unknown. That's why we need fighters for escort.
- Revived: And did you, by any chance, hire mercenaries to protect these places from "troublesome" trackers?
- Yasha: No. Our financial resources do not allow for that. But we are not the only ones trying to find these anomalous formations here.
- Revived: I agree to help. What's the plan of action?
- Yasha: First, you need to get some explosives to clear the entrance to the cave. Talk to Rockefeller – he knows about it.
- Revived: Either, "I don't have time for this." or "I got the explosives."
- USB drive with movies on it — "Be a friend, help us get the flash drive back. It has my favorite movie on it, and the guys' favorite too, "Avatar" – both parts. And also "Guest from the Future," we love watching that too. But the guy with the flash drive first went off to God knows where for a few days, and when he came back, guess what, he says he dropped it in Limansk, the jerk! In Li-mansk!! There's a Monolith there now, you know... or rather, NOT healthy!), yeah... Be a friend, bring it back! We'll all be grateful to you. We turn it on before bed on the laptop and just zone out... We have some kind of weird thing made of wires lying around, we'll give it to you as a reward, we won't regret it! Just be careful there, there are adepts swarming all over the place." Walkthrough Limansk — The stash box is located close to the tunnel where you spawn, but it's in the building's attic and no obvious way to get there. If you fly the drone you can see it, along with a teleport nearby. You must fight your way to the river to get to the other teleport. At the river, turn east to find the teleport inside the small brick building. This gets you to the stash. Now climb the rubble up into the attic and take the teleport to Agroprom (usually, the teleport back to Red Forest isn't available). There are two other options:
- Continue on to the top floor of the Construction Site, where there's a hidden teleport to southeast Red Forest near the Military warehouses teleport. This distorted my video. I'm not sure if it is my machine, or that it's intentional.
- Continue on through the Construction Site, turn the generator off just before you reach the Hospital teleport (which isn't working either), and return to the river.
- CS-3a body armor — "There's a request to find the armor of a recently vanished group. These weren't ordinary people; their suits were among the best in terms of adaptation to the Zone's conditions. Now, some people are interested in studying the technology used to make this armor. A sample is needed. Are you up for the job?" Walkthrough: Fairy Valley — The only way I know to get to Fairy Valley is from Dark Valley. Go northwest to find a dynamite box with the suit and some artifacts.
- OGRS 2 "Flamer" — "Hey, warrior, bring me a new Monolith weapon. This is a real job for a mercenary, even a former one. The Monolith faction has acquired fighters armed with some new flamethrowers. And, accordingly, there are interested parties willing to pay 30,000 for a sample." Walkthrough: Plant Rostock — The only ways I know to get there is Military warehouses > ATP or the office building entry in the north part of Suburbs (by way of Red forest (CS)). Find the item in a pipe on the ground level of the construction site. To leave, you have two options: go southwest to find a ladder up with a teleport to Yantar at the top. However, if you don't have a Functional Psi Helmet, you die pretty quick. There's also a teleport to Limansk in the southwest corner of the Underground. Find a passage to the southern tunnel, then go west until you find it in a small room on the right. Reward — 30,000 RUs
- Scarlet Flower — "Help me, mercenary. There's an artifact in the Zone we've nicknamed "The Scarlet Flower." It's useless to stalkers, but women love it so much that any woman could only dream of such a souvenir. With a gift like that, any woman would give herself to you. I have a date coming up soon, and I desperately need this "Scarlet Flower." It's the only reason I'm still in the Zone; it was seen here recently. This artifact looks like a magical flower; it glows both day and night. Get me the artifact, and I'll reward you!" Walkthrough: Yantar — The only thing with this is that you can't return to Agroprom from Yantar and must go to Red Forest. Reward — Ironically, I did not get a reward for this.
- Device mercenary — "Listen up! Our comrade perished in these damned dungeons. And with him, the information he'd earned with his own blood. So, you give us his smartphone, and we'll give you the Barrett. Will you take it?" Walkthrough: Dungeons agribusiness — The smartphone is in the submerged backpack that was empty the first time you checked it after visiting Strelok's hideout for the first time. Reward — Barrett sniper rifle.
- Bottle of vodka — "Here's the deal. Stalkers recently learned of a previously closed area called the Valley of Whispers. Well, some guy recently ventured into a huge cave, supposedly stretching beneath the entire Zone, and, most importantly, brought back some special water. Living, nonliving... That guy, as is common in the Zone, disappeared somewhere... but I don't want to get into that, I just want to pay you so I don't have to go all the way to the ends of the earth myself. Sign up? I'll give you a "goldfish."" Walkthrough: Valley of Whispers is VaHey rustles — You have two options for getting there: use the Torbernitovy "Breakdown" artifact and then the Halkantitovy "Breakdown" artifact, or one of the teleports you bought from Korchoi in East Pripyat. Go there and use the west teleport along the south of the map. When you spawn in VaHey rustles, use the nearby teleport to get out of the cave. Either way, make your way to the target area and approach the tree from the west. Find the backpack in the tree with the vodka and other items. Now head to the northwest corner of the map to find a mine shaft along the west end near the northern boarder. If the first door is closed, activate the keypad. If the second door is closed, hit it with a shotgun. The third door is a teleport to Red forest (Radar—note the lower case f). Follow the road south, then turn west and follow it to the end. The teleport goes to the Red Forest (capital F) cave north of the tank. This teleport is a bit deceiving in that you have to go about 10 yards past it before anything happens. Reward — Goldfish artifact
- Steering wheel dredger Creek — "Listen, I have a thing! Some guy hid this weird thing in a time of need, dragging it from Zaton through the Forest of Oblivion. Like, an artifact... And he told me that anyone who touches it... well, he wants to drag it back to the barge in Zaton so badly that he has no strength left to resist. Yeah, he told me this, and then he got shot by a criminal... Go get it, I... well, I'm kind of scared, there are anomalies and monsters there! And I'll get you the latest special forces exa, you can even run in it. And don't ask me why I need that steering wheel!" Walkthrough: Forest of Oblivion ⏼ Go to the Fairy Valley's northeast corner to teleport to Forest of Oblivion. I had trouble with this map crashing-to-desktop, so be sure to Quick Save often. The artifact is in a stash box under some boulders. Reward — Special Forces reinforced exoskeleton
- Fire Loop — "We need to retrieve the "Fiery Loop" artifact. We have the coordinates. The reward, as they say, is above market value - 10,000 rubles. What do you say?" Walkthrough: Pripyat — Go to the stadium's north grandstand and jump on top of the wall at either end where it's lower. Then walk along the top of the north wall to the target and drop down to the roof below. Find the artifact in a backpack, along with several other items. Getting back, depending on where you got the task from, may be a long walk. Most likely, you want to head south to the Suburbs transition. This puts you at the north end of the road. There is a transition on the west side to City of the Dead, to Plant Rostock in the entry of the large office building north of the church, and to Radar at the south end of the road.
- Fountain — "You look like the right person for this job. An order has come in from the mainland for new types of artifacts that have recently appeared in the Zone. Specifically, they need the "Fountain" artifact. I'll pay you with a couple of containers of ammunition for some kind of grav-gun. They were recently found in the Zone, but they don't fit any existing weapons. So, if that reward suits you, then take the job." NOTE: You may not be able to use Empty Road. It seems that once you leave the loop, it is no longer safe and you die within a few seconds of spawning. Walkthrough: Vehicle Graveyard — The only way I know to get there is without swag. You can use the Asbestos "Breakdown" artifact in Garbage, but you lose your swag (including the artifact). There is a teleport in the northwest corner of Dead Bar. I recommend using the south teleport in Valley of the Stones. This puts you at the north end of the road with the stash to the west. Go directly to it and get stopped by a bluff. Go north along the bluff to find a spot where you can climb up to the stash. From there, go back east and stay north to avoid contact with hostels. Go south along the bluff to a copy of the Garbage Train Hanger where you can buy bandages and vodka, maybe even find a weapon. Ignore the Important Character for now, that comes near the end of the game. Follow the road south to the railroad tracks and beware of a Burer that hangs around. If the Burer is in or near the east tunnel, go west to the buildings just south of the tracks and lure it away. Then, take the tracks over the bridge, into the tunnel, and to the teleport to Dead Bar. Go to the Bar and buy a shotgun with a few rounds of ammo, then go to the north road where there's always a Zombie or two and you can get enough swag to recover what you paid for the shotgun. Take the road south to Dead Cordon. If you haven't been to Dead Cordon yet, complete those instructions and continue on to teleport in Dell Lighting standing (Darkscape).
Breakdown Artifacts∨
The Asbestos "Breakdown" Artifact
- Military warehouses to Garbage
- Red Forest to Red Forest Catacombs (mine)
- Garbage to Vehicle graveyard (not in Garbage, but a different map, and you have to find your swag)
- Bar to Topi (Swamp)
The Galena "Breakdown" Artifact
- Military warehouses to Dark Valley
- Jupiter to Garbage
- Red Forest to Agroprom
- Topi (Swamp) to Generators
The Halkantitovy "Breakdown" Artifact
- Another Agribusiness to Valley of Whispers (VaHey rustles)
- Valley of Whispers to the Valley of Stones (you lose your swag)
- Pripyat (east) to Lab X8
- Amber (Yantar) to Cordon
- Overpass to Excavation Time
The Stibnitovy "Breakdown" Artifact
- Subzone (a.k.a., Abyss under the Zone) to Subzone (another area with a teleport to Zaton)
- Warehouses to Subzone (Abyss)
- Overpass to Cordon
- Hidden Road to Empty land
The Tellurium "Breakdown" Artifact
- Garbage to Red Forest (on the plateau with all the artifacts)
- Military warehouses to Pripyat (east)
- Amber (Yantar) to Amber ANC (In Yantar, it puts you inside the mobile lab behind the closed-off area, giving you access to the teleport to the Jupiter lab.)
- Pripyat (east) to Jupiter
The Thallium "Breakdown" Artifact
- CNPP2 to CNPP1
- CNPP1 to CNPP2
- Excavation Time to Polygon O-consciousness (see Saving Ket)
- Abandoned Institute to Plant Rostock
- Plant Rostock to Empty land
The Torbernitovy "Breakdown" Artifact
- Lab X18 (Valley of Stones) to Lab X18 (Dark Valley)
- Dark Valley to Military warehouses
- Garbage to Valley Rustles
- Pripyat to Stantsiya2 (Chernobyl 2)