Walkthrough "Stalker: Duty. Philosophy of War." We analyze the passage of "Stalker: Apocalypse" Stalker Apocalypse where to get 6 million

First of all, at the checkpoint and in the Ancient of Newbies, you need to talk with all possible characters (Military Technician, checkpoint commander Captain Yaroslavkin, German, Tolik, Fox, Wolf, Shustry), this will give us several quests and additional tasks:

1. Technician: task “Get out of the Zone” - will be available at the end of the game;

2. German, Yaroslavkin: task “Find something to do” - talk to Sidorovich;

3. Tolik: task “Check the Old Legend” - find the artifact “Heart of the Controller” in the village of bloodsuckers at the Army Warehouses (the artifact can be given to the Bartender or the Swamp Doctor);

4. Fox: task “Find the case in Pripyat” - in one of the hotel rooms in Pripyat;

5. Nimble: task “Clear the Cordon” - destroy all the bandits at the Cordon (ATP, checkpoint in front of the Landfill);

6. Sidorovich: task: “Find adventures for your... experience” - talk to the quest characters (Wolf, Petrukha, Captain Kuznetsov);

7. Kuznetsov: task “Talk to the checkpoint commander” (Yaroslavkin).

Amber and bar

As a result, Yaroslavkin sends us to Yantar with the task “Deliver food to Yantar.” On Yantar we search Sakharov and receive the task “Find out what happened” with a hint to visit x16. In the laboratory we meet Pinochet, he sends him to the Phantom, who gives the task “Find information” - examine three zombified corpses (two near the bunker, and one on the road from the transition to DT to x16). We search, report to the Ghost (climb up the stairs, refusing to go to another location). We move to the Bar in search of information.

In the Bar we again try to talk with all possible quest characters:

1. Bartender: the task “to find Timokha Merk” - the “Search” group is based on the territory of the Bar - when we talk to everyone, Timokha will appear near the fire closest to the Bar in the hangar.

2. Ermol: find a modified MP-5 in the tunnel at the Landfill - we find it, bring it, Ermol puts weapons and suits on sale;

3. Gena Hacker: find a case with a laptop in the Landfill - we find it (a crane near the hangar), Gena gets the opportunity to change the GG grouping;

After talking with Merck, we speak again with the Bartender, who sends us to the AS to talk with the leader of Freedom. To talk to Lukash, you must first talk to Max and Skruga. During a conversation with Lukash, an invitation comes from Voronin - we move to Bar.

Voronin sends GG to the x18 laboratory in the Dark Valley, but before that he needs to find the missing code for the door.

In the Dark Valley, in search of the code, you need to examine several places (the Chief's Room at the Base, the safe on the second floor of the gas station administration building, a box in one of the farms near the transition to Cordon, the door to the laboratory), after which we go to the informant (the hint is in the task description ). For his code, the informant demands to find the “Black Soul” artifact, located at the Mole at Agroprom.

At Agroprom we meet Hitler and help. We find the Mole’s corpse in the Agroprom underground, take the artifact (you can simultaneously inspect the pipes in the cache of Strelka’s group for the presence of the author’s arsenal, which the Swamp Doctor hints about if we show up to him with the “Heart of the Controller” art), take it to the informant, and get the code from the laboratory.

We get inside x18 and find a case with information (we also find a lot of rubbish in the form of walkie-talkies, laptops and system units that can only be sold; they are not needed for quests). Since we receive an SMS from Charon, we talk about the case first with the informant, then with the Bartender, and only then we refer it to Voronin. The general sends us to talk with the captured scientist, from whom we learn about the Apocalypse Group’s base on Radar. We ask Sidorovich to make Strelok a merchant and move to the Radar.

X-10 and beyond

In the laboratory x10 (closer to the burner switch) we find Number 11 and talk to him until the task “Check the laboratory” is counted as completed (you can leave the conversation without saying the last phrase, or the 11th will become a corpse before the conversation, then the task will be counted when searching his corpse, otherwise the whole group will blush).

We report to Voronin, who sends us to the Swamp Doctor (the Strelka group’s hiding place in the Agroprom dungeon).

The Doctor gives Strelok an invitation to a meeting from Charon in Pripyat to jointly attack the Apocalypse at the Chernobyl Nuclear Power Plant.

To do this, the GG needs to agree with the groups about unification and with the Search group about going to Pripyat. The Doctor also gives the task to find three detectors at Agroprom and take them to Voronin (a trailer in the swamp, the first floor of the main building of the western complex, the second floor of the central building of the eastern complex of Agroprom). We find the detectors, take them to Voronin, the task is accepted and the detectors can simply be sold.

Task "Agree with factions"

1. We come to an agreement with Voronin;

2. We agree with Lukash;

3. We come to an agreement with the military (Captain Yaroslavkin at the checkpoint on the Cordon);

4. We come to an agreement with the Veterans of the Zone (Petrukha in the Newcomer Village on the Cordon).

5. We agree with Charon in Pripyat (Charon will appear only after completing Slaven’s task “Prepare for the Breakthrough”).

Assignment from Slaven: “Prepare for a breakthrough”

1. We speak with Slaven, he and the group agree to join the GG in Pripyat, but for this you need to get 6 Daggers;

2. We speak with the Bartender, he sends to Sidorovich for money and offers to talk about making money with Ermol and Grisha Budulai;

3. Ermol offers to pick up the case from Behemoth in the Dark Valley (Gena Hacker can change the GG group). The task is counted when examining the corpse of Behemoth, we return to Ermol and report;

4. Grisha Budulai asks to find his friend in the Wild Territory - we find a corpse (above, in the cabin of the crane beam near the fallen helicopter), report, get money;

5. Sidorovich gives money and says that Fan was looking for GG. The Fan has a job to do - bring a case from the x16 laboratory on Yantar, if we bring it, we get a Stunner as a reward;

Cordon beginning
First of all, at the checkpoint and in the Ancient of Newbies, you need to talk with all possible characters (Military Technician, checkpoint commander Captain Yaroslavkin, German, Tolik, Fox, Wolf, Shustry), this will give us several quests and additional tasks:
1. Technician: task “Get out of the Zone” - will be available at the end of the game;
2. German, Yaroslavkin: task “Find something to do” - talk to Sidorovich;
3. Tolik: task “Check the Old Legend” - find the artifact “Heart of the Controller” in the village of bloodsuckers at the Army Warehouses (the artifact can be given to the Bartender or the Swamp Doctor);
4. Fox: task “Find the case in Pripyat” - in one of the hotel rooms in Pripyat;
5. Nimble: task “Clear the Cordon” - destroy all the bandits at the Cordon (ATP, checkpoint in front of the Landfill);
6. Sidorovich: task: “Find adventures for your... experience” - talk to the quest characters (Wolf, Petrukha, Captain Kuznetsov);
7. Kuznetsov: task “Talk to the checkpoint commander” (Yaroslavkin).

Amber and bar

As a result, Yaroslavkin sends us to Yantar with the task “Deliver food to Yantar.” On Yantar we search Sakharov and receive the task “Find out what happened” with a hint to visit x16. In the laboratory we meet Pinochet, he sends him to the Phantom, who gives the task “Find information” - examine three zombified corpses (two near the bunker, and one on the road from the transition to DT to x16). We search, report to the Ghost (climb up the stairs, refusing to go to another location). We move to the Bar in search of information.

In the Bar we again try to talk with all possible quest characters:
1. Bartender: the task “to find Timokha Merk” - the “Search” group is based on the territory of the Bar - when we talk to everyone, Timokha will appear near the fire closest to the Bar in the hangar.
2. Ermol: find a modified MP-5 in the tunnel at the Landfill - we find it, bring it, Ermol puts weapons and suits on sale;
3. Gena Hacker: find a case with a laptop in the Landfill - we find it (a crane near the hangar), Gena gets the opportunity to change the GG grouping;

After talking with Merck, we speak again with the Bartender, who sends us to the AS to talk with the leader of Freedom. To talk to Lukash, you must first talk to Max and Skruga. During a conversation with Lukash, an invitation comes from Voronin - we move to Bar.
Voronin sends GG to the x18 laboratory in the Dark Valley, but before that he needs to find the missing code for the door.

X-18

In the Dark Valley, in search of the code, you need to examine several places (the Chief's Room at the Base, the safe on the second floor of the gas station administration building, a box in one of the farms near the transition to Cordon, the door to the laboratory), after which we go to the informant (the hint is in the task description ). For his code, the informant demands to find the “Black Soul” artifact, located at the Mole at Agroprom.

At Agroprom we meet Hitler and help. We find the Mole’s corpse in the Agroprom underground, take the artifact (you can simultaneously inspect the pipes in the cache of Strelka’s group for the presence of the author’s arsenal, which the Swamp Doctor hints about if we show up to him with the “Heart of the Controller” art), take it to the informant, and get the code from the laboratory.

We get inside x18 and find a case with information (we also find a lot of rubbish in the form of walkie-talkies, laptops and system units that can only be sold; they are not needed for quests). Since we receive an SMS from Charon, we talk about the case first with the informant, then with the Bartender, and only then we refer it to Voronin. The general sends us to talk with the captured scientist, from whom we learn about the Apocalypse Group’s base on Radar. We ask Sidorovich to make Strelok a merchant and move to the Radar.

In the laboratory x10 (closer to the burner switch) we find Number 11 and talk to him until the task “Check the laboratory” is counted as completed (you can leave the conversation without saying the last phrase, or the 11th will become a corpse before the conversation, then the task will be counted when searching his corpse, otherwise the whole group will blush).

We report to Voronin, who sends us to the Swamp Doctor (the Strelka group’s hiding place in the Agroprom dungeon).
The Doctor gives Strelok an invitation to a meeting from Charon in Pripyat to jointly attack the Apocalypse at the Chernobyl Nuclear Power Plant.

To do this, the GG needs to agree with the groups about unification and with the Search group about going to Pripyat. The Doctor also gives the task to find three detectors at Agroprom and take them to Voronin (a trailer in the swamp, the first floor of the main building of the western complex, the second floor of the central building of the eastern complex of Agroprom). We find the detectors, take them to Voronin, the task is accepted and the detectors can simply be sold.

The task "Agree with the factions:

1. We come to an agreement with Voronin;
2. We agree with Lukash;
3. We come to an agreement with the military (Captain Yaroslavkin at the checkpoint on the Cordon);
4. We come to an agreement with the Veterans of the Zone (Petrukha in the Newcomer Village on the Cordon).
5. We agree with Charon in Pripyat (Charon will appear only after completing Slaven’s task “Prepare for the Breakthrough”).

Assignment from Slaven: “Prepare for a breakthrough.”

1. We speak with Slaven, he and the group agree to join the GG in Pripyat, but for this you need to get 6 Daggers;
2. We speak with the Bartender, he sends to Sidorovich for money and offers to talk about making money with Ermol and Grisha Budulai;
3. Ermol offers to pick up the case from Behemoth in the Dark Valley (Gena Hacker can change the GG group). The task is counted when examining the corpse of Behemoth, we return to Ermol and report;
4. Grisha Budulai asks to find his friend in the Wild Territory - we find a corpse (above, in the cabin of the crane beam near the fallen helicopter), report, get money;
5. Sidorovich gives money and says that Fan was looking for GG. The Fan has a job to do - bring a case from the x16 laboratory on Yantar, if we bring it, we get a Stunner as a reward;
6. The amount has been collected, we take the daggers from the Bartender and distribute them to the members of the Search Group (Slaven will take two, for another Search Engine who will join in Pripyat).
7. We move to the German on the Cordon, convey Slaven’s order and take a flash drive to activate the teleport to Pripyat (an armored personnel carrier east of the checkpoint, in a hollow, near a fallen tree, sometimes you just need to fidget inside it to launch it).

Pripyat, Chernobyl Nuclear Power Plant, final

In Pripyat we meet with Charon, he sends a report to the Doctor, who sends him to Yaroslavkin to be sent by helicopter to the Chernobyl Nuclear Power Plant.

We arrive at the Station, talk with someone (no matter who) from the united group, storm the Chernobyl Nuclear Power Plant.

In the Sarcophagus we meet Charon, talk to him, observe suicide and indignantly go to the Monolith Control Bunker to destroy the Leaders of the Apocalypse Group. We talk to them, destroy them (at the same time we see the author’s groundwork for the second part), return to the station, talk to the head of the Search group, move towards the German.

On the way, we go to Voronin, learn about groups of members of the Apocalypse group leaving the Zone, agree to destroy them, examine the corpses of those executed, talk to Ivantsov, listen to his tips, destroy the groups (Yantar, Agroprom, Landfill, Dark Valley, Cordon),
At the landfill - at the stop the name and surname of F.A.
At the cordon there is a far gate checkpoint
Agroprom - Central building, 2nd floor
-military base, building to the right of the hangars, if you get out of the dungeon
T.D - in building x-18 1st floor - before turning to the stairs to the 2nd floor
- scammer with Gauss left corps
Yantar - where is the bus measurements

We report to Voronin.
We come to the German and leave the Zone...

The Stalker trilogy of stealth shooters has received incredible recognition all over the world, although it was developed by a Ukrainian company. Here you get the opportunity to play as a stalker in a post-apocalyptic world, fighting both other people and numerous monsters. You have to go through the storylines of each of the games, as well as solve a lot of side quests - all this can take you a lot of time, but many gamers cannot be satisfied even with this - “Stalkers” are so good. And here the fact that “Stalker” is open source comes to the rescue - this means that any gamer can rewrite it and create their own full-fledged modification, which can either change a couple of little things in the gameplay or add entire locations and new characters and even storylines. This article will describe the walkthrough of "Stalker: Apocalypse" - one of the most popular story mods.

Beginning of the game

The passage of "Stalker: Apocalypse" begins at a checkpoint, where you will learn the history of your character, as well as what awaits you ahead. For now, you don’t need to take any special actions - you need to look around and collect all possible items, and most importantly, talk to all the people who will be available there. When this is finished, go to the Newcomer Village and repeat the same steps there - first look around and collect what is bad, and then start negotiations with all the characters who want to communicate with you. Now you will know a little more about the plot, and most importantly, you will receive several tasks at once - from this moment the full passage of “Stalker: Apocalypse” will begin.

First tasks

The complete passage of "Stalker: Apocalypse" will not take you so much time, like any other mod. The fact is that modifications are created by fans at home, while the original game was developed by a large number of professionals, so you should not expect special scale from mods. Sometimes they can surprise you, but most of the time the storylines there only involve a few hours of gameplay. So, what kind of tasks are you asked to complete? The technician will give you the main story quest - to get out of the Zone. You can only complete it at the end of the game, so move on to other tasks. For example, Nemets and Yaroslavkin will send you to talk with Sidorovich, and from Tolik you will receive a task to search for an artifact that can be found in the village of bloodsuckers. The fox will ask you to find a lost safe, which is located in a hotel in Pripyat, in one of the rooms. From Shustroy you will receive a task to clear all enemies on the Cordon, and it is also worth noting that some characters will redirect you to talk with other heroes - for example, Sidorovich will send you to negotiate with all the quest heroes, and Kuznetsov will send you to Yaroslavkin. The game "Stalker: Apocalypse", as you may have already understood, involves a lot of conversations with characters, but it will also be diluted with more dynamic tasks, such as clearing the Cordon.

Hike to Yantar

In the game "Stalker: Apocalypse" part 2 begins from the moment you talk with Yaroslavkin. He is the commander of the Outpost where you started your game, and he sends you to Yantar with the task of delivering supplies. But everything will be much more fun there than you might think. First, you will have the opportunity to search the stalker Sakharov, who is suspicious, and then you will need to go to the laboratory to figure out what happened in Yantar. To do this, you will need to personally examine the corpses of people who have been zombified. Something wrong is happening in the world, and you need to understand what it threatens you with. Send in search of the necessary corpses, examine them and return with a report to the laboratory. Here your mission is over, so now you need to find a new activity - go to the Bar to collect even more information. For the game "Stalker" the "Apocalypse" mod is far from the first and not the only one, but it has such a clever plot that you should definitely pay attention to it.

In the bar

In the game "Stalker: Apocalypse" the Collector's hiding places will definitely attract your attention - you will learn about them in the Bar. However, it is worth noting that they have nothing to do with the storyline, so they will not be considered in this guide. But it is recommended to try to find them, as you can extract very useful items from them. What awaits you in the plot? You need to follow the old pattern - collect loot, and then communicate with all the characters. The bartender will tell you to bring Timokha to him - this can be done very quickly, because Timokha belongs to the “Search” group, which is now in the Bar. Talk to all the participants - none of them will be Timokha, but when you're done, he will appear and you can take him to the Bartender. In addition, Ermol and Gena will give you tasks related to the Landfill. The first one will send you there to search for a modified machine gun, and in return will give you the opportunity to purchase weapons, ammunition and equipment from him. And the second one will want to receive a laptop with information, for which he will give you the opportunity to change the group. In the game "Stalker: Apocalypse" Part 1 is a little simpler than the subsequent ones, so don't be surprised if you may have problems at this stage.

Nuclear Power Plant

In the game "Stalker: Apocalypse" part 2 takes you to the AC - after the Bartender talks to Timokha, he will send you there. Your task will be to negotiate with Lukash, the leader of the Svoboda group. At the AS, you will need to arrange a meeting with Lukash, but you will not be allowed to have a normal conversation with him - Voronin will appear and inform you that you urgently need to go to the laboratory, but not the one where you have already been, but another one. Only when you arrive there, it turns out that you need a secret code for the castle. The quest will require you to visit several locations where there may be a code, but all this will be pointless. However, you will have the opportunity to contact an informant who is ready to provide you with the code, but first wants to get a special artifact. Go to Agroprom, where you can find the character who keeps this artifact - Mole. In the subway you will find his corpse and you can calmly pick up the artifact and take it to the informant after receiving the code.

Laboratory

In the laboratory you will find a case with secret information - this is what they sent you for. Talk to several heroes about it, and then take it to Voronin. You will be sent to another laboratory to interrogate one character there - once you do this, you can return to Voronin. The time has come for decisive action - you need to unite factions to attack the Apocalypse together.

Uniting factions

In total, you need to convince five factions to come together in the face of a common threat. The beginning will be quite simple, because the first group belongs to Voronin, and he himself is in charge of this whole movement. Then go to Lukash to join the Freedom group. Then you need to return to the Checkpoint to Yaroslavkin to get military support. There are only two groups left - “Veterans of the Zone”, as well as Charon’s wards. Only the latter will be available to you after completing the next task.

Prepare for a breakthrough

The passage of this modification is coming to an end. Now you will need to run around a little to gain the support of one of the most influential stalkers, Slaven, as well as his vast group. Firstly, this is incredible firepower, and secondly, Charon refuses to participate in the assault unless Slaven is with him. So if you can complete all of Slaven’s orders and join him in the overall forces, then you can move on to the final part of the game.

Storm

So, all the factions are assembled and ready to attack. Your goal is the Apocalypse group, which is preparing to destroy all life and seize power. So you have a very epic battle ahead, which makes this modification one of the most popular. First you need to storm the Chernobyl Nuclear Power Plant, where the leaders of the Apocalypse sit. There you will see Charon's suicide, which will not prevent you from gaining the upper hand in this battle. However, at the same time, the main forces of the Apocalypse leave the zone, which you cannot allow. You will need to pursue and destroy five groups that were part of the Apocalypse. Only after this will you be able to hand over the task to Voronin, talk to the German and leave the Zone, completing the passage.

The storyline of the “Apocalypse” add-on is partly built on the chronology of events in the books by V. Orekhov and A. Kalugin. One of the heroes of the mod is the famous and mysterious Swamp Doctor, Strelok’s assistant and a representative of the Zone Ghost class. While exploring anomalous territories, the main character comes to General Voronin, the leader of the “Duty” group, who asks to find the Swamp Doctor and get information from him about the “Apocalypse” group and methods of fighting it.

We are looking for a Doctor at Agroprom

Players familiar with the plot of the game S.T.A.L.K.E.R. Shadow of Chernobyl knows that the Doctor was Strelok's assistant and patron. Perhaps this is the only clue on the basis of which one can successfully find a doctor, although some managed to come to him purely by chance. It is typical that no information is given about the location of this NPC in the plot.

As you can recall from the events of the original game, the Doctor exchanged information with Strelok’s group through a cache located in the dungeons of Agroprom. The entrance to the location is through a sewer well, which is located 400 meters southeast of the base of the “Dolg” group, according to the “Shadow of Chernobyl” version, or from a complex of buildings in the southwest of the Agroprom territory.

Having descended into the dungeon, the player finds himself in a small corridor that leads to a communications room. Moving along the wall to the left of the entrance, you can get into a second corridor, similar to the first, but littered with all kinds of garbage. After passing through it, the player will enter a small collector room, and then into the main tunnel, which turns in an arc at a slight angle.

Almost at the very end of this tunnel, on the left wall there is a ventilation shaft with a fan turned outward: this is the entrance to Strelok’s hiding place, where the Swamp Doctor is located. He will talk about the need to unite groups in the face of a new danger.

Fixing a bug with the game crashing

Almost every player has difficulty getting into the “Dungeons of the Agroprom Scientific Research Institute” location. When moving to a new location, the game crashes with a critical error. This is a flaw of the mod developers, and it is quite easy to fix. You need to open the game directory and follow the path gamedata\textures\wpn. In the last folder there is a file "SUSAT-AMK-N.dds", which needs to be renamed to "SUSAT-AMK-T.dds"

Search bonuses

The player's efforts in finding the Swamp Doctor will be rewarded in the best possible way. In the shooter's cache there is a cache, which is hidden in the floor, opposite the wall with heating radiators. Finding the cache may take a few minutes, but the result will meet all expectations.

"Duty. Philosophy of War" is a mod that left a huge mark on the history of such a cult game as S.T.A.L.K.E.R. It occupies its own separate pedestal due to its huge volume of the game world and detailed elaboration of the plot. I would also like to say that fans of shootouts and other action will most likely be upset, since this mod is primarily focused on plot twists and complete immersion in the protagonist’s problems.

The story itself is a continuation of the plot called “Apocalypse”, however, if you have not played the previous part, then this will not bring much discomfort, since the series is completely independent. The walkthrough of "Stalker: Duty. Philosophy of War" is quite voluminous, so be prepared for the fact that there will be a lot of letters, as it will be as detailed as possible.

Walkthrough Stalker: Debt. Philosophy of war - the beginning

As you might guess, we start in a bunker near Cordon. We talk with the warrior, and then with Berger, get the task and go to the boss, who will take us to Pripyat.

We start by looking for a recreation center (house of culture), the building is quite large, finding it on the map will not be a problem, but just in case we will add a screenshot. There we find the required group and now the procedure is as simple as possible. We talk with Slaven, then with each person in the group and again with Slaven. We understand that no one wants to deal with Berger, so we will have to decide everything on our own. And now we go where we can find information: buy, steal, knock out or sell - to the bar. However, this is a rather boring path, so let's add a little interest.

The best option for passing is to head to the radar, in which the spawn location has not changed from the original, but that doesn’t matter. You need to talk with Lukosh and head to the army warehouses. Then we will find the captain who needs our help. It consists of helping the patient get to the doctor who is located in the Freedom base. There is nothing difficult about this; we reach the place, talk to the selector, and thus complete the quest. We immediately take another dog, which is to find insulin for the patient, who is in Sidorovich’s bar. Thus, our journey to such distant distances will not be without a reason.

Walkthrough Stalker: Debt Philosophy of War - problems with the bartender

To get to the bar you will have to leave all your things with Zhorik, there is no other way. You shouldn’t rush to start a conversation with the bartender, as he has quite significant problems with three hunters who will simply stun you during the conversation and then get rid of you, so you need to include a little cunning. We buy an F1 Ermolov grenade and immediately throw it at this trio, and if there is a survivor left, we finish him off with a knife. Only the last step is to talk to the bartender and, accordingly, pick up your things when leaving the bar. Then we head towards Andorra; there we already meet a detachment that will direct you to Voronin.

Walkthrough Stalker: Debt Philosophy of War - Voronin

From the previous dialogue with Lukash, you should know that he is very dissatisfied with the situation that has developed at Radar, since his guys got into trouble because of the search squad. By a lucky coincidence, Voronin is also dissatisfied with the current situation, and also has certain grievances against us, since we collaborated with freedom, here, the first choice that the player needs to make is to join the ranks of duty, or to remain the same loner, but also works for him. In fact, the best choice is to join this squad, since joining does not carry any disadvantages. However, even if you are a lover of freedom, cooperation is a good decision that affects the plot. To receive Voronin's first task, go to Panzer, who is also a colonel. In order not to go far, we also talk to Grisha to receive an additional task.

Walkthrough Stalker: Debt Philosophy of War - insulin and other tasks

Now you need to complete 3 tasks in one go. First, let's focus on the information regarding the dark valley, so first of all we go to the landfill. A sniper who has lost his mind will be waiting for us there, so we carefully remove him and take away the Dragunov rifle. Moving to the TD, we will meet with the “Veterans of the zone”, after which we need to talk with Veprem. He will direct you to the leader of the group, which is what interests us in principle. Lyuty is located in the building above the laboratory, which is directly in direction from our location. After talking with him, you need to go down to the x-18 laboratory. The main enemy will be the poltergeist, which is located on the lower tiers. After killing him, we collect the toolbox and find a locked door, that’s it, there’s nothing else to profit from here.

Next we move towards the gas station. We talk with the stalker who is standing above the door, after which we go up to the second floor and start a dialogue with Besyak. During the dialogue, you share information in return, he will tell you what he knows, in addition, you will receive an additional quest to find a guide in order to transport the group to the station. Now we are heading to the factory. The main task is to find the bandit leader Borman, as a guide, he will be in Borov’s place from the shadow of Chernobyl. After the dialogue with him ends, we head to the farm. It is located next to the transition to the dark valley cordon. We search all the buildings, in one of them we find Koval, who is also the head of the checkpoint. To complete the first part of the quest you need to talk to him.

Now you need to go to the cordon. An ambush with a gang of hunters and dogs is already waiting there, which must be exterminated to the last. We are heading towards the motor transport enterprise, but at the same time we need to do this in stealth mode without touching the bandits. Now the task is to find Sidorovich and take his insulin. While Sidorovich is giving insulin, he will tell us that the 3 guys in the bunker are his colleagues and they need to be destroyed. After everyone has fallen asleep in eternal sleep, we again speak with Sidorovich, who will report that they also needed insulin. Now it’s worth clarifying the situation with Berger. After talking with him, he will begin to list names and by a lucky coincidence, because of this list, one of our patients is our patient, for whom we receive an advance payment. Then again there is a call from the checkpoint, and after talking with the boss you need to return to the bar. The distance to be covered is quite large and you should not expect any shootings.

After we enter the bar, Lukash contacts us, who I think will scare many. It turns out that the task with insulin was failed and we now need to find Panzer in order to leak all the available information. Talk to the hacker, we learn some information about another person who Berger needs.


Walkthrough Stalker: Duty Philosophy of War task on the radar

The quest must be taken from Panzer and moved to the freedom base to Lector, through the army warehouses. There you will find out that at the moment he is not there, which is what you need to inform Lukash. From the dialogue you learn that the doctor and the patient have disappeared. Nobody knows anything, and Lukash has nothing special to say, so we go to Radar. At this moment, I remember that the game also has action, as we find ourselves in a shootout with a large number of participants. Unfortunately, everyone is against you, so we break through buckets of lead to a fork. As soon as we got there, we return to Panzer, getting into the bar a general message is sent. After the report, the task is considered completed and we take a new one.

Veterans Quest

The task is quite extensive, so be prepared to spend a lot of time. First you need to go to the Agroprom Research Institute and there you will find Romasya on the 2nd floor. Afterwards we move to the ensign, there should be a bottle of vodka in the inventory, and with the help of a bribe we find out information regarding the Pilot. Next, you need to go underground for the Pilot, who wanted to try his luck and find the cache. A few seconds later we see a red sign and hear voices, we immediately group up and hurry back. Next to the warrant officer and the sergeant major for the OZK. To find him, we leave the building, he will be near the car. The foreman has already given the suit to the veteran, so we talk to the latter and leave the exu as collateral.

We return back and find the Pilot, who is bleeding and cannot live without a gas mask, which we need to get. Immediately after leaving the hiding place, we turn right until we hit the stairs, go up and a little to the right we see a crack in the wall, into which we need to crawl. The backpack with the gas mask lies behind a pile of stones, we take it and return to our friend. It will not be possible to talk to him at the moment, since the meeting is being transferred to the landfill. Now you need to return the suit and pick up the skeleton. Next, the plot moves forward with a conversation that our PDA catches; it’s difficult to make out anything, but the clear call signs of Shark and Jackal are heard. Now this is not so important, it is necessary to return to the ensign and tell all the information received.

The further development of events is arbitrary, but it is best to go to the building where the Mole from the Shadow of Chernobyl was rescued. Rising to the third floor we will meet Shark, who was talking then. You need to exchange a few phrases with him and start a dialogue with the merchant, who will tell you about the shot from the side of the swamp. We finish our business in this place and go to these swamps. There will be a carriage in which lies the second participant in the conversation - the Jackal. It’s clear that you need to talk, and then eliminate the sniper and give him a first aid kit. From the dialogue we understand that he is being followed by the Apocalypse group and now we have to make them fall asleep forever. But the Jackal also helps us - to pray. After turning everyone into lifeless bodies, we return to the Jackal and see that he is lost to society. There are many corpses in the area that need to be searched to find the PDA, whose owner is called Quick, and if you recall the list of names from Berger, it turns out that this is one of the stalkers he was looking for. His body lies peacefully in the trailer.

Now you need to return to the flea market, which is located in the Landfill. We receive information regarding the research institute dungeon from Pilot. Next is an accompanying mission to the TD. As soon as we get to the location, we go to Besyak, who gives us money. We give our comrade the well-deserved 5000. We learn that the Veterans are heading to the center. Again to the good old Landfill, where we receive an SOS from Bezmaterny, we answer this request for help by going to the cemetery where the “Shadow of Chernobyl” was a concentration camp.” Our friend’s task is quite simple: shoot all the enemies. Here you can agree or refuse, but it’s better to still provide help, there are two reasons for this: a reward in the form of a machine gun and a meeting with this “cultural” at the end of the game. To complete the task, you need to return to Panzer, who is diligently waiting for us in the bar.

We receive the next task from the same character; we need to meet with Shark. And as it turns out, the latter decided that Rubik and Jackal had been living too long and it was time to end it. However, you shouldn’t leave; you need to search the corpses, which are in no hurry and are waiting for us below to get the Jackal’s PDA. We inform Panzer about everything, and he gives one single task - to remove the Shark and make sure that he goes on his final journey with Borman. Our wonderful friends - exhaust and glock - will help us with this.

Tourists and related quests

At the landfill we learn from Anisimov that Berger has some problems. At the moment, Akul and Borman are the priority. The first one will not be there, and neither will the second one. But it’s still worth visiting these places. As for Berger, Slaven tried to kill him, but I can’t, since he left. The task is completed, after which we go to the Newcomer to the village. The wolf is replaced by the Guide from whom the tourists escaped, and asks you to help. He goes under the bridge to the post of the soldiers, look at the radar and see yellow dots - tourists. We talk to the main one and finish the quest. We head to the bar, but we intercept a message for the godfather, back to the Cordon to the place where the tourists were resting, they are dead - you receive the quest “fury” (be sure to search the girl). At the ATP we kill all the bandits and go to the Guide to tell everything. In the Bar, we meet Slaven, talk to Panzer, and then to the bartender.


Scientists

We go towards Yantar, on the DT we receive a message about the Bear and the Shark. Let's move on, a group of hunters, talk to the main one and wait for the Shark. We kill the hunters and talk to the Bear, who knocks us out. We wake up next to zombies, which we kill and go to the Radar.

We head to the bunker and talk to the doctor. To prove it, let's go to x-10. In fact, you don’t need to run around the entire laboratory and look for objects, we lift the laptop and a stalker appears, we take him as a partner and take his object. We give the last one to the doctor, he trusts us to go outside. There we talk with Burleev and Pinochet. We follow them and protect them, along the way Burleev will disappear around the corner, we go there too, since there is a transition to the Radar. Pinochet stops, we go to Burleev, kill and search, talk to Pinochet and send him to the bar. We stomp to x-10, there we will see Wolf, Strelok and Ghost on the map. Turn off the brain burner and talk to Strelok. Let's go to Yantar. We go into the bunker, we understand that there are no scientists, we go back to Panzer. We go to the base to give the helmet to Remezov. And again to Yantar.

At gate x-16 to the right, there will be a corpse marked on the map, search it, go back. We notice a Shark on the road, we just kill it with a grenade and go to Panzer. We receive a task to find an artifact. There will be no problems with this task, everything is on the map. After searching, we find out that this is a new drug, and it is also necessary to destroy the Leni-Razors.


We go to Pripyat to the building where the “search” took place at the beginning. We speak with the keeper of the monolith. Next we go to Station 1, at the first checkpoint we talk to the main one, then to the transition to the sarcophagus, the second checkpoint, we talk to the main one and head to the southern checkpoint behind Pinochet.

We meet the military at the checkpoint and after talking with Pinochet we realize that the Razors are in the dungeons of the agricultural industry. You need to get a suit from Shustroy at the cordon. Let's go to the sarcophagus. Walking through the location we meet Slaven, who gives information regarding station 2 and the dead city. Let's go to station 2 by crossing from station 1. We leave the sarcophagus, go to the large gate and go to station 2. We pass through the north-eastern gate, along the way we meet several corpses of war veterans and a machine gun. Next is another pile of corpses of Veterans along with bandits. Then we go through the gate, which is located right in front of you, thereby ending up on Yantar. We head to the scientists’ bunker where Remezov is located, who asks to deal with the object.

We head to the laboratory, there is a guy with a pump gun, we deal with him, and go back to the doctor. Continue to the Cordon through the passage to Shustroy for a suit. Barter consists of 3 artifacts; if you don’t have them, you can spawn them through a mod (which you need to download separately, called a “spawner”) or go look for them. We get the costume in the dungeon. We head to Strelok's hiding place, search the corpses and fail the task. We go to Panzer, argue with him and get information about an anomaly that will help us get to the Dead City.

Now we don’t work for Debt. We go to Lukash and tell him everything we know. Next to the radar and to x-10. We approach the mark on the map, turn off the flashlight and put away the weapon. The Wolf and the others approach, in the MG we speak with the last one and follow him. We talk to everyone, kill Burleev and talk to Strelok again. We take the AK-47 from the box and catch up with Rezany to receive the quest.

We run to the point, there is a fight with the apocalypse, and this is where Motherless will help. We complete the task and go to Rezany, he goes to Pripyat, we go to the apocalypse. We talk to Borman, take off all our clothes and go into the building to the zombies. We go up, see one and take the task. We go to the point, see the corpses and return. We take the task and a flamethrower, kill the geeks. We return, walk around the camp and find shark people, we merge them. We run between the “numbers” and at the end we receive a task from “X”.

We kill the geeks, it’s not difficult to find them, the task description says it all. We receive the message and go to the point on the map. We kill the doctor, take the PDA, copy the information from Besyak, give the PDA to Berger.

We go for the flash drive, which lies under the stairs near the second front door, and give it to Berger.


Berger finds out that there is someone at school, we go to Borman, who knocks us out. Because of betrayal, we are sent to prison, where we speak with the Fox. After we heard the screams, we talk to the Fox and get a knife from him. We clear the building and talk to Slaven, then to Panzer, and after Berger. After the dialogues, the psi-installation turns on, we hide and watch Berger’s death. We're going to the Chernobyl Nuclear Power Plant in a Hummer. This completes the walkthrough of “Stalker: Duty. Philosophy of War.”

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