Walking through the folk hodgepodge. Walkthrough STALKER Folk hodgepodge: guide to quests and hiding places Stalker asz folk hybrid walkthrough guide

Searches for the missing expedition


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

Quest for Arhara's laptop:

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

The search for the Phantom and the killers of Fang begins


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

Finding the Fang Killers:

7. Let's talk to Voronin. He asks for Psycho's flash drive.
8. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, take it to Voronin.
(Svobodovets Max asks you to bring the same flash drive, you can agree to this, just don’t forget to buy the flash drive from Max later)
(one more thing, the Swamp is very active, and living creatures often kill the psycho before us, and his corpse can easily disappear, therefore, it would not be superfluous to deal with the psycho and remove the flash drive from him on his first visit to the AS, without waiting for receiving quests for him)
9. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
10. We talk to Dan and take the Tyrant PDA from him.
(to prevent Dan from becoming an enemy during the conversation, it helps to first ask him to repair something)
11. We bring the PDA to the Informant and learn from him about the mercenary Le Havre.
12. We speak with Le Havre (AS), we learn that Freedom is in contact with the Mercenaries, through Le Havre.
13. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA.
14. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
15. During a visit to X-10, we find the corpse of this guy, he really has the papers, we take them and bring them to Le Havre.
15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
16. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
17. We take Bland’s squad to the TD and bring the flash drive to Freeman. In the version of Solyanka dated 08/14/2010, an alternative opportunity appeared to “break up” peacefully with Bland himself. And the detachment moved to another place.
18. We speak with Le Havre. Le Havre is offended at us because of Blend, he is poisoning and robbing GG completely.
(it wouldn’t hurt to go to Le Havre lightly; I usually throw everything into a hole in a hatch at the edge of the minefield, to the left of the entrance to the Freedom Base)
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring him down and all his associates.
20. We speak with Yakut, he saw how the Box was dragged from the Freedom base to the outpost.
21. We take out the Mercenary outpost and take the box.
22. We bring the box to Yakut and get some of our swag, which Le Havre took from the poisoned GG.

Searching for the Phantom:

7. Talk to Kruglov, to decipher the diary he needs a working computer.
8. Talk to Arhara, he should know where he can be found.
9. We find the system unit in the X-18 and bring it to Kruglov.
10.After this, Kruglov sends GG to Yakut
(the further branch will work after completing the branch on Fang and disabling the Burner)
11. An SMS arrives from the Ghost
12. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
13. In the basements of Agroprom we come across an Ambush, but it was clearly not us they were waiting for.
14. Again to Yakut, he sends GG to the Radar. Find the Ghost here!
15. The Ghost sends the GG to Sych on the DT to recapture the Beast’s flash drive from the Avengers. Starting from Solyanka on August 14, 2010, the Avengers and Owl moved to the Swamps.
16. Along the way, if Sych is killed, we search his corpse and get a tip to his cache in X-10, from which we find out who handed over the Ghost.
17. We visit the Ghost again, get the task to kill the Beast and bring his documents.
18. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take away the documents of the Beast.
19. Report to the Ghost.

Clear Sky Quests:

The transition to the Swamps is given by the Fan after completing the quest to protect the camp from mercenaries (after leaving X18). The transition is displayed in the PDA and is located just south of the newcomers’ village

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

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

Sviblov's quests are key to further progression of the plot, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we receive the task of bringing the brain of a unique controller. The controller's spawn location is marked on the map. Let's go, kill the controller and the monsters accompanying him, and take the brain.
7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
8. We speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.
9. We speak with Kashchei, we get clarification on the task.
10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.
11. At the moment of taking the PKM, hunters led by Den spawn, help fight off the bandits, now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.
12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal. The quest is not critical for completion; you don’t have to complete it or take it from Sviblov. The main reward is swag taken from killed mercenaries.
13. We go to the Cordon to the factory where the hunters and Den used to be (there is a typo in the task PDA that Freebies will supposedly be on the farm).

Quests of the Cat or search for the Black Doctor:


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

Search for the box and safe of the mysterious stalker


Attention! Not all quests are displayed in active PDA tasks, so you need to remember dialogues, issued tasks, codes, etc.
The key character of the branch is Miner. To get access to the Cave, you need to take the quest to find the treasure in Bar from Baldy. Well, the Miner will definitely ask the GG to carry out a small assignment - to bring the Book from the Forgotten Forest. Don't be lazy - bring it.

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

Continuing the search for the mysterious stalker:

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

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

Fang quests (Hikes to Warlab, Red Forest):

This storyline begins immediately after collecting the perfusor for the patients of the Gynecologist's hospital.
Important! Before talking with Lukash under point 6 (about the mercenary's signet), you need to complete as many tasks as possible from Lukash and the Miser so that all Svobodovites become friends ("turn green" in the PDA). It is highly discouraged to even accidentally kill Svobodevites. Otherwise, during the completion of Panther quests, part of Freedom will become enemies and it will be almost impossible to correct the situation.
In addition, every time you enter the AC, check whether there are monsters that are attacking the Svobodovites on the barrier. This process continuously lowers the reputation of the Marked One with Freedom and this greatly affects the possibility of the Svoboda members turning red after the Panther’s missions.

1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we receive the task of reconnaissance of a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can simply stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, take the mercenary’s notebook from him. Not far from the corpse we receive an SMS from Fang.
5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
6. We talk with Lukash, we learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. I came across 3 backpacks in total - in the elevator shaft at the top, on the “central” landing at the entrance in the room with green metal lockers, and in the hole under the flight of stairs in the room that is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio back and find out that the big guy wants to talk to us.
9. We speak with Dembel, we receive the task of picking up a stuffed dog from Lukash’s headquarters. We get the coordinates of the transition from Warlab to AS.
10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear (Sergeant Kostylnoga), we take the disk from him.

11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
12. We go to the AS, find a backpack in the Svoboda weapons room and take a prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the stuffed animal to Dembel and the armored armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We talk with the boss and understand that the showdown with Le Havre was baby talk, but there is a big plus - Marked is now helped by 3 immortal characters. We help Panther and her guards clear Warlab from mercenaries.
15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
17. We go to Lukash and give the mercenaries’ signet.

18. We speak with Lukash, we receive the task of escorting the Svoboda members. An SMS arrives from Panther.
19. We talk with Vitamin, arrange a meeting at the Radar.
20. Let's go to the Radar, if you haven't cleared the Radar for a long time, I recommend clearing the route to Varlab from unnecessary teeth and trunks. After this, we talk with Vitamin (the group is still standing at the entrance to the loka), accompany the group to the hole in the mesh fence, talk with Vitamin again and go into the Warlab. It’s important - it’s enough to bring only Vitamin to Warlab alive.
21. If there is no burning desire to fight with dogs, we calmly wait until the Svoboda members clear out Warlab and Vitamin comes to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we receive a reward - a gold bar from Svoboda. An SMS arrives from Cyclops - we don’t react yet.
23. In the right elevator shaft, we go up the stairs to the secret part of Warlab, talk to Lazy. Let's find out about the main scientist.
24. We find Klenov, talk and receive a lot of interesting information, we receive the task of bringing the Hologram to Warlab.
25. We go to NZ, talk to Cyclops, and get another tip on the cache.
26. We speak with the Hologram, accompany him to the transition to the AC.
27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
28. We go to the Cave and take the Poltergeist Heart from the Miner. The miner gives the art only after meeting the Doctor in Pripyat and receiving the Doctor's task to take the medallion to the Miner. The miner will also ask for flashlights - where and how to find all this is described in other sections of the Guide.
Where to look for 10 cobblestones - everyone decides for themselves. They will periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
29. We go to Klenov, give the art.
30. If you haven’t received the transitions and the task from paragraph 17 of the description, we get it and go to the Red Forest. Near the crossing we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
31. The location of the hunters is marked on the map in the PDA, we find the “senior” hunter (who has a dialogue) and receive the task of returning the stolen backpack.
32. We go to the Swamps to the Cold, we talk, we get information about the location of the thief, we follow the tip and find the captive thief.
33. We negotiate a ransom with Mitka’s captors, talk to Mitka, take the backpack, and take it to the hunters in the Red Forest.
34. We give the backpack, we receive a tip on the location of the backpack with documents. We fight off the monsters, find the backpack, take the documents, and take them to Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, clear the monsters, find and save Denis, accompany the stalkers to the parking lot, return to Fang.
36. We hand in the task and find out that the Astrologer was looking for us.

Continuation of Fang's quests in the Old Village:

To begin with, I’ll note that there is a small glitch in the dialogues - after completing Varlab’s quests and bringing artifacts to Klenov, the GG says that I need to go to the Cordon - don’t believe me, this is not so. The storyline for the Old Village quests begins only after completing the previously described Fang quests.

1. After rescuing Denis in the Red Forest, we go to Fang, report on the rescue and receive from him the task of going to Kodon to talk with the Astrologer. Let's go, let's talk. In the last dialogue it is written that GG needs to go to Sidorovich.
2. We go towards Sidorovich, an SMS comes from Fang about the need to save Pilgrim and the passage from Pripyat to Staraya Derevnya opens. We immediately forget about Sidorovich and move towards Pripyat.
3. We go to the Old Village, at the entrance we talk with Pilgrim. The exit from the trap is blocked.
4. We are waiting for the approach of a group of stalkers who turn off the transition. Their eldest is Kolmogor, we talk and receive the task of clearing out the soldiers near the store.
5. We go to the store, clear out the warriors, talk to Kolmogor - we get a new task - to capture the headquarters.
6. We go, we capture the headquarters, an SMS comes from the Panther. We report to Kolmogor and receive the task of examining the village.
7. We talk with Pilgrim, walk around the village, receive an SMS from Kolmogor, return.
8. We speak with Kolmogor, we receive the task of finding the Panther and the coordinates of the transition to Limansk. We go to the transition, an SMS comes from Panther and a mark appears on the map in the PDA.
9. We go to the Swamps to see the Panther. For those who did not have a mark - Panther is on the southern tip of the peninsula, near which there is a farm of controllers (where the red brain was mined for Sviblov).
When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a mark appears in the PDA.
10. We speak with the Panther, go north from it and find the Swamp Expert in the center of the circle with a mark in the PDA.
11. We speak with the Expert, we receive the task of bringing zombie embryos and clearing the farm.
Let's go, clean it up, find backpacks and embryos.

12. We return to the Expert, say, go to the Panther, bring her to the Expert. We speak with the Expert again.
13. Let's follow the Expert. When it stops, we speak and receive a marker for the transition from the Swamps to the Old Village, we go to the transition.
14. We take the Panther to Kolmogor, from whom we receive the task of protecting the village.
15. We heroically defend so that the GG’s life does not seem like honey; while completing this task, a new SMS comes from Kolmogor demanding that he single-handedly clear another part of the village.
16. GG is no stranger to this - we go to the lowland part of the village, clear out the warriors, a joyful SMS comes from Kolmogor, we return.
17. We report to Kolmogor, an SMS comes from Klenov asking him to come. We speak with Pilgrim, after which we go to Varlab.
According to the logic of the plot, the further part should work only after completing the Cat’s quests and meeting the Black Doctor, but it turns out that it works that way.
18. In Warlab we receive several SMS in a row, which will be interesting for the development of the plot in the final addition to Solyanka. We go to Klenov and receive the task of finding a psi antenna. We are moving to Cordon.
19. My antenna mark was not displayed in the PDA - the antenna we need is on the truck from which the GG fell out at the beginning of the game.
Advice - do not rush to immediately take the antenna - when approaching it, an honor guard and a ceremonial meeting committee appear. Like a true modest warrior of Good, my GG did not wait for fanfare and pomp - he quickly ran next to the truck and dealt with the honor guard and the ceremonial meeting committee from afar, from a sniper gun.
We take the antenna and bring Klenova.
20. We give the antenna to Klenov.
21. We go to Pilgrim, talk to him and the next storyline begins.

Generators or the elusive stargazer:

The storyline begins after the last communication with Pilgrim in the Old Village.
Attention! Before going to the Generators, be sure to completely complete the Kota quest line and go to Limansk and the Hospital, you need to meet with the Black Doctor.
1. There is an exchange of SMS with Fang, we find out that the GG is needed at Chernobyl NPP1. For those who have not used the Chernobyl NPP2 – Chernobyl NPP1 transition, let’s go through this transition to find out where the GG is needed. The transition is marked on the map in the PDA.
2. At Chernobyl NPP1 we meet the Ghost, we say he leads us to the crossing point. As soon as it stops, we say, a transition appears, we go to Generators.
3. At the Generators we speak with the Ghost again, he leads as soon as he stops - we say that the GG needs to find the elder in the village. We go to the village (just south of the swamp).
4. Finding an elder is not a problem, we talk to him, pay him or complete the quest. The quest is actually not difficult - I advise you to complete it. All the clues are in the dialogue with the Old Man. The main thing is to have time to run through the entire location. We report on the downed helicopter, learn about Fritz and get transferred to the Hospital.
5. Finding Fritz is as easy as shelling pears, he lets GG see the prisoner, we talk to him, a helicopter arrives
6. We go out, talk to the Black Doctor, the GG must find the Bosun. We take the Doctor to the prisoner. Do not go into the basement yourself, let the Doctor go ahead - otherwise the Doctor and the prisoner will block the exit for the GG.
7. We go to the Phantom, talk, get information about the Bosun, return to the Black Doctor and ask him for a helicopter. We listen to the advice and stock up on what we need. We go into the helicopter and fly to the Swamps.
8. We arrive, move to the territory of the location (not difficult, the GG can jump even in that situation). We go to the dilapidated railway bridge and there we find the Boatswain. Those who played Clear Sky should know both the passage and the cave in which the Bosun sits well. For those who have not played, a hint - there is a hole in the barbed wire fence, not far from the bridge. We find the boatswain and talk.
9. We leave the cave and receive the task of bringing the Boatswain to the cemetery. He gets behind the fence himself, we talk to him, we lead him, protecting him from monsters.
10. At the cemetery, we receive the task from the pilot to clear out the bandits. We clean up, put the Bosun in the helicopter, sit down ourselves, and fly back to the Generators.
11. We arrive, talk to the Boatswain, go to the Ghost and get passage to Pripyat.
12. We go to Andersen and talk. The GG must find the joystick. There is a map in the PDA, as well as a hint on how and when to look. We find a joystick, while searching we look not only at our feet, there is a joystick after all!
13. We talk with Andersen, go to the Bosun, hand him a joystick and accompany him to the border of the radiation zone. We are waiting for the Bosun to turn off the antennas and leave the zone. We go to the Bosun and talk to him.
14. We go to the Ghost, we talk, a long exchange of SMS. The three of us set off to storm the Base, admire the helicopter battle, and clear out the Monoliths. We receive an SMS about the fleeing leader, we jump into the underground passage, and run after the leader.
15. We find the corpse of a panther, wait for the Black Doctor, talk to him, talk to the Phantom, go to the village.
16. We find the Bosun, talk, drink, watch the video and listen to DDT. We wake up, go to the Phantom, receive a note, in it is the code for the door. Active SMS exchange.
17. Open the door to Warlab, find the teleport deactivator, go to the concrete block, find the corpse and take the dossier. Active SMS exchange. Let's go to NZ.
18. We are looking for a secret cave. The task, in fact, is not that difficult. Hint – there will be a living person sitting in the cave. We don’t go into the cave - we go to Fang’s headquarters in the Fire Cave and talk. Together with him we go back to the cave.
19. We climb into the cave, find the Fly, talk, return to Fang, meet the Panther, talk, return to Fang again, talk.
20. We take the Fly to the Hermit for the winter. When brought, the Fly should sit down by the fire, and Fang should stand next to it.
21. We leave, we receive an SMS from Fang. We return to Mukha, talk, and receive the task of finding the doll and its photograph. We talk with Fang, go to Varlab to see Klenov.
22. We take the art from Klenov, go to Radar for the doll (in the house where one of Cyclops’ hiding places was). The “prediction” about an incomprehensible anomaly is fulfilled (hardcore fans will really enjoy it). We take the doll to Mukha.
23. We speak with Fang, we go to Voronin, we speak. We go to the Bartender, there is an active exchange of SMS. We are going to Chernobyl NPP2 to search the helicopter. Anyone who has passed through Chernobyl NPP2 at least once can easily find out where the required helicopter is, but to get to it, the GG will need a Monolith teleport.
24. We make our way to the helicopter, take the recorder. SMS messages are being exchanged, from which we understand that we still need to look for helicopters. Let's go look.
25. The 2nd helicopter is very easy to find, it is clearly visible both from below (from the ground) and from above, any gamer has run past it more than once. Near it are hints on where to look for the 3rd helicopter, which is more difficult to find and to which the GG cannot get to without a teleport.
26. Near the 3rd helicopter we find the backpack that Mukha spoke about, we take away valuables from it. We carry and give the recorder to Voronin, active exchange of SMS.
27. We go to Mukha, show her the contents of the backpack and send her to the mainland, pick up a present from the military.
28. We talk with Fang, read the scary story in the SMS, run to the big swamp. We find Mukha’s corpse (I took everything, just in case), treat the wounded lieutenant, and talk. Exchange SMS, we go to the cave in which we found the Fly, we get the task to go to the Generators.
29. At the Generator base we talk to Andersen, go to the substation, collect the interference generators, bring them, give them back. After an active exchange of SMS, we observe the negotiations.
30. We talk with Andersen, go to the concrete road and clear out the Monoliths. We go to the generator field, when we reach the desired place, SMS is exchanged, we meet the Panther, we talk.
31. We go to Chernobyl NPP2 (the place is marked on the map), talk with Fang, go to the place indicated by him, clear out the Monoliths, an SMS comes from Fang demanding that we quickly return back.
32. We run back as fast as we can, watch the crash of an armored personnel carrier and a helicopter, grieve for our dead friend, listen to Alexander Yakovlevich
33. We receive an invitation from the Black Doctor, we go to the Hospital, GG is allowed into the previously closed distant part of the Hospital.
34. We follow the communication of the heroes, after the invitation we go to the Black Doctor, communicate with him, with the father of the panther, again with the Doctor and get freedom to choose the further development of the plot.

The true ending of the game looks like this:
35. In a dialogue with the Doctor, we choose that we will cook the Stone of Luck ourselves, we get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, a flash occurs and new art is cooked very quickly, we select it.
36. We talk to the Doctor, go to the Fly, revive it, go talk to the Panther. She and her father are at the far end of the compartment, further along the tunnel there is a passage, we go there.
37. We find ourselves in an inaccessible part of Agroprom in the company of our old friends.
Due to the large number of questions about the further development of events, I provide a detailed sequence of actions after appearing on Agro for the correct development of the plot:

38. We stand and watch the show + active SMS dialogue until the show participants leave.
39. Arhara appears, we talk to him, he leaves. We are in no hurry to run anywhere until he leaves and another red SMS arrives. Now you can turn to the gate - there we will see a character, after talking with whom we will understand what the authors will prepare for us in the next extra.
40. We go to the teleport near the gate, look at the last surprise from Arhara and with a feeling of accomplishment we set off to walk around the ZONE and finish what we didn’t finish before. Those who have completed everything go to complete cyclic quests for key NPCs and wait for the next additional stage to appear.

False endings are very similar to the true one, with the exception of a couple of interesting points - which you will find for yourself, everything is clear and understandable there. And you won't get further with false endings.

Lightning quests and the search for an exit to the Dead City:

1. After talking with Fang, we go to the Teleport. We get onto the pipe, look around, see another teleport, jump into it. We “get to know” Molniya, we exchange SMS messages, and learn a lot of new things.
2. We figure out who could have planted a bug in our PDA, go and deal with it. SMS exchange.
3. We go to the Control Bunker and talk to Lightning.
! Advice: we will need a first aid kit.
4. We move to Limansk, find a house with a Teleport, find what is left of the Wanderer, pick up the notebook, find another teleport to get out.
5. We meet with the Legend of the Zone, and Semetsky tells us how to quickly get to the Generators.
6. Based on a tip from the Ghost, we find One-Legged Maximilian and talk to him. Don't forget to talk to the Ghost.
7. We come to the Sarcophagus, look for the teleport, go into it. We find a photo gun, take a picture of the Monolith, select the photo and jump into the teleport.
8. Village. SMS exchange with the Ghost. We go to Pilgrim, show him the Photo and ask him to erase the numbers from it.
9. We wait, go around the village, an SMS comes from Pilgrim, take the Photo and go to the Generators.
10. Give the Photo to Maximilian, we get an Advanced Detector. Exchange SMS with Lightning and Fang.
11. Take the Camouflage Exe and move to X-10. We are sitting in ambush. We wait.
! Advice: It would be a good idea to shoot the rats on the approach to the hall with the switch and in the hall itself, so that the Last Day clan fighters would not be distracted by them.
! Tip: Maintain stealth mode until Korn opens the code door.
12. We fight off Radio Operator Korn from the Invisibles, communicate with Korn and Fang, select a camera and instructions.
! Advice: It is necessary that during the showdown Korn is not harmed; if he runs away from the door, there may be problems during further passage.
! Advice: If possible, we do without intermediate saves, otherwise quest items may fall into the textures. If this happens, we go out of their X-10, for example, into the Sarcophagus and return, picking up everything that fell through.
13. Let's go to Pripyat. In the Kindergarten in Korn's hiding place we find a lens and a closed safe. Exchange messages with Fang. We meet Korn and Fang and the transition from the Radar and escort them to the Kindergarten.
! Advice: It will be easier if we destroy the mutants, zombies and monoliths before we go looking for Korn’s hiding place, then it will be easier to get him through alive.
14. Korn opens the safe and learns about the missing document. We talk to Fang, mine the stairs, talk to Fang again, and fight off the attack. We receive a link to Arkhara’s profile on AMK.
! Tip: We take mines for mining on the floor in the backpack.
15. We go to the Red Forest and find the Forester. We eliminate the Sniper, get a pistol from the Forester, and he assembles a camera for us. Based on a tip from the Forester, we find a corpse, take away everything we find, and then look for a passage to Warlab.
16. We speak with Klenov, we receive three charges for the camera and an isomorph.
17. We go to the X-16 and photograph the Brain. We go out, if we’re lucky, we find and photograph the controller in the tunnels.
18. On the territory of the Plant we find Chernomor. We bring him Antizombin and escort him to the Stalkers' parking lot. We talk to him. Based on a tip, we take the Rifle and cartridges.
19. We go to Varlab, give Klenov a photograph and a camera.
20. Let's go to Lightning. Let's talk. We throw all the found izmorphs into the teleport, in return we get various useful things.
21. We receive an SMS from Panther. Lightning helps us move closer to Cordon.
22. We meet Hog at the Landfill and help him solve the problem. In return, we learn about the hiding place of the Invisibles. We take everything from there.
23. Move to Cordon, exchange SMS with Panther. We go to the Newcomer Village and talk to the Father of the Panther. We are trying to catch up with her. We watch what is happening. We return with the Father of the Panther to the Village. We talk to him. Exchange SMS with Chernomor. We speak with Klenov and he teleports a Note and an infected Camera to us.
24. We go to Yantar, talk to Chernomor.
25. We return to Cordon, take a Picture and identify the villain. We talk to him and hand him over to the Panther Father.
26. We go to the freedom base. Exchange of SMS with the Father of the Panther. Let's take a photo. We identify the stranger and talk with him.
27. We take the Camouflage Exu and move it to the Undiscovered Land. We eavesdrop on the conversation when the representative of the Last Day leaves, talk to Maximilian and get a tip to the Cache at Agroprom.
! Advice: Despite the fact that the PDA indicates the location of the cache in the Attic, you need to look for it in the trees, as indicated in the SMS.
28. We take the contents of the Cache and move towards Sakharov. Seeing what we brought him, Sakharov happily shares information about the spied teleport to X-16.
29. We go to the Teleport, find ourselves in X-16, collect everything we find, and act as written in the found papers.
30. Teleport to Yantar, talk to Chernomor. SMS exchange with Lightning.
31. We come to Lightning, throw the found object into the portal, and be sure to collect everything that flies back out. Say goodbye to Lightning. We are waiting for her to go into the portal, we receive the task of finding a teleport in Limansk.
32. We find a teleport in Limansk, activate it and watch the video. We are waiting for the next continuation.

The Last Day and the Dead City:

Important Note
Trying to load almost any save in the Dead City location led to the game crashing. After restarting the game, the save is loaded and you can move on normally.
Arkhara wrote that he had such sorties only after the murder of GG.

So, the previous description stopped at the point where the GG finds a portal in the basement in Limansk.
1. We go into the portal and receive from the security system a not very happy message about weapons. Reluctantly, we leave what we have acquired through back-breaking labor in the safe. We teleport to MG.

2. We meet the Evil One, we receive from him not good news and a hint, we go to look for the stalker. The location is marked with a circle on the map.

3. We find the Perfumer, get another hint, and move on to look for the Stalkers. The location is marked with a circle on the map.

4. We find the farm and Tyumensky, we talk, we get the task. We go to the bandit camp, the position is marked with a circle on the map.

5. We find the stalkers, talk to the Liquidator, go to clear the camp. After clearing, we loot and collect swag according to Tyumensky’s list (available in the PDA in the task description). If you are lucky, then we collect the entire set and receive the task of taking the stalkers back. And if you’re unlucky, then we think about where to get the rest.

6. We lead the stalkers to Tyumensky, simultaneously clearing out the monsters spawned on this occasion. Let's remember about Chuk and Gek. We hand over swag and live stalkers to Tyumensky.

7. We receive an SMS from the Perfumer, we go to the Black Farm to look for the controller. The Last Day fighters appear and an SMS arrives from Norman. You can fight with enemies or escape from them. Let's go to Norman.

8. We talk with Norman and learn a lot of interesting things. Exchange SMS with Fainting, we go to meet him near the camp that we recently cleared. Upon arrival at the fuel tanker, Norman receives a task to find the cache. We are waiting for Fainting.

9. We speak with Fainting, we receive a chip for disabling the outer perimeter of the city and a hint on how to use it correctly.

10. We go to the city according to Norman’s drawing. As we approach, we clear the passage from the “Last Day” fighters. Don't forget about Fainting's tip about the timer.

11. In the attic, according to the picture, we find a cache and the weapon we need, go to the sniper’s place.
The weapon disappears from our hands - don’t be nervous, it’s meant to be, we wait a little and watch what’s happening. When the weapon returns to our hands, we bring down several fighters of the “Last Day”, and be sure to bring down the head of security on Norman’s tip.

12. We leave the city, there is an active exchange of SMS with Fainting and Evil, we get a transition to the ATP, we run into it.

13. We deal with the “support group” at the ATP, receive a task from Norman to find a cache, go to Agroprom.

14. Using the positioner, we go to the specified point according to the coordinates and teleport to the cache. We find the module in the cache, we get transitions to the MG and back. Exchange of text messages with Norman.

15. We move to Limansk, take the swag left there from the safe, and at the same time follow Norman’s instructions along the way (if the safe does not have the necessary armor and weapons). Using any of the provided passages we return to the Dead City.

16. We go to the Perfumer, his wanderlust awakens and he leaves for his new place. We wait and track on the map when it stops, we go there, we talk. Exchange SMS with Duda. We get the route to enter the building.

17. After the end of the dialogue between the Perfumer and Duda, we speak with the Perfumer again (this is important!), after which we go to a meeting with Duda. At the entrance we speak with the guard (a complete analogy with the situation of the 1st entry into the Freedom base).

18. We find Duda and talk. Whether to part with the amount announced by Duda or not - everyone decides for himself. If we separate, GG will have enough time to calmly find the Doctor and talk to him. If you don’t part ways, you’ll have to run around quite a bit (a few seconds to find Doc and dialogue with him). But we will have to fight the “Last Day” in any case.

19. We talk with Doc, send him to the Perfumer. We receive an SMS about disabling the protection system, and a little later - an invitation from Lightning. We go to meet her, we say, Lightning disappears.

20. We receive an SMS from the Perfumer, we go to the headquarters to look for Iskra’s note, we find it, the Perfumer appears, we talk.

21. Using the positioner, we go to the point indicated by Iskra in the note, we get into the sewer and through it into the teleport to Zaton. After running around the empty Zaton, we are waiting for the release of the next addition.

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

Start of the quest line:

Walkthrough guide: 1. Talk to Kruglov, to decipher the diary he needs a working computer.
2. Talk to Arhara, he should know where he can be found.
3. We find the system unit in the X-18 and bring it to Kruglov.
Where to look for a system engineer

The system manager is lying in the room where we took the documents

4.After this, Kruglov sends GG to Yakut
(the further branch will work after completing the branch on Fang and disabling the Burner)
5. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
6. In the basements of Agroprom we go to the shooter’s hideout, along the way a message comes from the Ghost, he is waiting for us on the Radar
Where to look for the Ghost on the Radar

The ghost sits in the forest on Radar, where the stalkers' camp is located

7. The Ghost sends the GG to Owl in the Swamps to recapture Tusk’s flash drive from the Avengers, but Tusk is not in this place, we take the documents from one of the Avengers.
16. Owl will be killed in a shootout, we search him, search his corpse and get a tip to his cache in X-10
Where to look for Sych's cache

In X10. The last room before the burner console

17. We visit the Ghost again, get the task to kill Tusk at the Cordon, and bring his documents.
18. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take away the PDA.
19. Report to the Ghost.

Attention!!!
Further quests are necessary to complete the hodgepodge story. They become available only after a meeting of scientists in X10.
Corresponding quest line:

20. We take the task from the Ghost to cross Sarcophagus-X10
21. We go to the Bar, talk to Freeman about the transition, he sends us to the Hollow to the Mercenaries
22. We find mercenaries in the hollow, kill them, find documents from one of the mercenaries, take them to Freeman
23. We go to the Ghost, we get a task to find 2 gold pieces
Where to look for Gold Chunks

"People's hodgepodge" from 04/19/2010 for S.T.A.L.K.E.R. Shadows of Chernobyl" + addition 08/14/2010

Short description


30 locations
Cordon, Swamps, Landfill, Dark Valley, Forgotten Forest, Unexplored Land, Research Institute Agroprom, Bar, Wild Territory, Amber, Military Depots, Radar, Pripyat, Chernobyl NPP1, Chernobyl Nuclear Power Plant2, ATP, Red Forest, Limansk, Hospital, Staraya Derevnya, Generators + dungeons of the Agroprom Research Institute, laboratories X18, X16, X10, warlab, cave, labyrinth, Sarcophagus, Monolith Control Bunker, Dead City + 3 locations from ZP (Zaton, Jupiter, Pripyat)
- 14 types of mutants + mutating
Blind dog, pseudo-dog, pseudo-flesh, pseudo-giant, jerboa, rat, bloodsucker, swamp bloodsucker, chimera, elctrochimera, transparent chimera, controller, kink, poltergeist, fire poltergeist, burer, librarian (from Metro 2033)
- 13 factions
Loners, military, mercenaries, bandits, environmentalists, Duty, Freedom, Monolith, Clear Sky, hunters, avengers, representatives of O-consciousness + traders and repairmen (there are even rumors about the presence of women in the Zone), the most mysterious group “The Last Day”.
....And
- 45 artifacts
- a huge number of weapons
from fists and knives to heavy machine guns and grenade launchers.
- a large number of armored suits with the possibility of upgrading them
- 5 types of detectors
- 15 anomalies
- 4 mobile teleporters
- 9 unique quest caches
- a huge number of quests

Installation procedure


1.Stalker Shadow of Chernobyl 1.004
2.Narodnaya Solyanka 04/19/2010
3.Addition 08/14/2010
4. Patch from 08/20/2010
5. Patch from 09/03/2010
6.Replacing xrGame.dll in the bin folder
7.Adaptation for widescreen formats (if necessary)
8.Adaptation for patch 1.005-1.006 (if necessary)

Download


An alternative - "All in one bottle" - installer from tor62:


Adaptation for widescreen formats


Download - http://webfile.ru/4728129
Installation of adaptation
1. To determine the aspect ratio of your monitor, divide the resolution width by its height. If the result is 1.6, then 16x10 (1680/1050=1.6). If 1. then 16x9 (1280/720=1.777777...)
2. Now open the downloaded archive, go to the folder with the resolution you need and copy gamedata from there to the game folder, agree to replace the files.
3. The Bioradar and Inventory folders contain optional adaptation settings - the readme in the corresponding folders will help you.

Fix icons for weak video cards


People's Solyanka from 04/19/2010 in parts


Addendum dated 08/14/2010 in parts


For music lovers - filling music flash drives


The most common crashes and how to treat them:


All crashes are divided into random and critical. Random crashes happen to everyone all the time. If after restarting the game in a similar game situation the crash does not recur, continue playing, there is no point in discussing such crashes in the topic. Only critical departures are discussed, i.e. those that are constantly repeated in one game situation and not because of them it is impossible to continue the game.
After a crash or after a game freezes “dead,” there is almost always a LOG file left containing information about the reason for the crash; this file is located at: XP - Documents and Settings/All Users/Documents/STALKER-SHOC/logs.
IN Vista/Win7 – Users/Public/Documents/STALKER-SHOC/logs.
The most important lines are below FATAL ERROR
An alternative way to see the log is to open Notepad immediately after departure and press CTRL+V.
Sometimes the LOG file is not saved (empty), then you need to describe in detail the situation under what conditions the crash occurred.
Now the logs themselves:
Crashes without a log are usually a consequence of inflated graphic settings or incorrect installation of the mod. Sometimes this is due to the installation of add-ons from other authors.
1.Description: Invalid vertex for object
Arguments: wpn_lr30033098

Instead of the specified type and number of weapons wpn_lr30033098 there can be any others (wpn_lr300хххх or wpn_ак74ххх, etc.).
You can try to fix the crash as follows (it’s not a fact that it will help, similar crashes may start, only with a different weapon, but by the same substitution of the desired barrel in the actor’s update, you can try to get rid of it):
in gamedata/scripts, open the file bind_stalker.script and below the line
--[]
Instead of “xxxxxxxxxx” we insert the trunk from our log, observing quotes, commas, spaces, then uncomment the function: remove --[[ before local bad_object_names and ]]
after end

2.Arguments: LUA error: f:&&𐄸games&& rіs.t.a.l.k.e.r&& rіgamedata&& rіscripts&& rі_g.script:1121: bad argument #2 to &裟format&裟 (string expected, got no value)
This crash is forced when the game detects a critical error. Why?
The reason is 1-2 lines higher in the log.
Most often - save file is corrupt. This means that the save is corrupted and there is no point in continuing to create dead saves - that’s why we’re causing a crash.
There are two options to solve this problem:
1. The most correct one is probably to delete the last save and boot from the last available one.
2.You can temporarily comment out the line string.format("%s"). To do this, you need to find the lines in gamedata&& venerated scripts&& irritated_g.script:
Quote
-- Crash the game (after displaying an error message in the log)
function abort(fmt, ...)
local reason = (...==nil and fmt) or string.format(fmt, ...)
assert("ERROR: " .. reason)
get_console():execute("load ~~~ " .. reason)
get_console():execute("flush")
-- string.format("%s")
end
After going through the problem area, you must uncomment the line!

3.Description: dBodyStateValide(B)
this is because of the controller:
in gamedata&& registry&& regulatingcreatures&& regulatingm_controller.ltx
line:
Max_Controlled_Count = 10;4
do:
Max_Controlled_Count = 0
After reprisal against the controller, it will be saved and returned to its previous value.

Some item (art, weapon) does not fit into the slot. You need to decide on the monitor resolution and set the appropriate adaptation.

6.Arguments: LUA error: ...shing&& shamerx_facer.script:214: C stack overflow
Description: Can&裟t write mem block to file. Disk maybe full.
Stack overflow and disk overflow. Don't forget to restart the game every 1.5-2 hours.

7.Arguments: Can&裟t open section &裟хххххххх&裟
Incorrect (crooked) installation.

8.Description: any vertex in patrol path in inaccessible for object
To treat such crashes (any vertex in patrol path), we do the following: load the save before entering the location where the crash occurred, wait for the crash and after it go where we need to. Or delete it in the same way as we removed the glitchy trunk.

9.Arguments: LUA error: ...shing&& rs.t.a.l.k.e.r&&𐄸gamedata&& r_scripts&& r_xr_logic.script:1318: attempt to call field &裟?&裟 (a nil value)
Instead of the numbers 1318 there can be any others.
The reason for the crash is the “frozen” logic of the actions of one of the characters (outwardly he stands motionless and “freezes”).
This crash can be cured by killing the stuck character or replaying from any early save. It is highly not recommended to try to save in places located close to such “stuck” characters.

10.Description: graph doesn&裟t correspond to the AI-map
Error due to incorrect graph points. In pure Solyanka it is extremely rare - try replaying from an early save, try rearranging Solyanka, make sure that the downloaded archives are not broken, do not install third-party addons, especially where all.spawn was corrected.

11.Description: Specified story object is already in the Story registry!
Usually the crash occurs when moving between locations. Load the penultimate save (the save before going to the location where the Specified story object is... crash started), wait for the crash and then go where you need to.

12. crash without a FATAL ERROR line of this type (the numbers in square brackets are different for each):
* : crt heap, process heap, game lua, engine lua, render
* : economy: strings, smem
A characteristic feature is that the last lines in the log begin with *:
The crash is due to incorrect access to the forum engine; there are no ways to combat it. As a rule, a crash is not critical, replaying from an early save helps, sometimes you need to replay from a save taken from a previous location (before entering the location where the crash occurred. Some Stalkers were helped by replaying a “difficult” moment in a different sequence, for example - going and complete another task first, and then return to completing the one on which the flights took place.

13.Crashes related to lack of memory, such as
Arguments: Out of memory. Memory request:
These crashes are most often associated with too high video settings. Reducing the settings (deteriorating picture quality) almost always allows, if not eliminating crashes completely, then significantly reducing their number.
It is also strongly recommended that you restart the game completely every 1.5-2 hours.

Screenshots



Mini F.A.Q. from Buusty


The Mini FAQ does not cancel the Guide and does not duplicate it, but since few people want to look for answers to their questions there, in the Mini FAQ we will answer the most common questions/problems that arise from users of this topic
There are a lot of quest items in Solyanka, without which it is impossible to complete any quest, and accordingly the entire storyline freezes. There are several reasons for the disappearance/loss of a quest item -
1. Fell under the texture after using grenades.
2. I didn’t go immediately to complete the quest, but put it off “for later” - they picked up the NPCs that had died and the “corpse cleaner” removed them.
3. It disappeared from my backpack during the GG robbery, and there is no way to return it.
4. The quest character from whom you need to take/take away the item does not appear. Well, etc.
To get the item necessary (for completing the quest), the easiest way is to register it for sale.
Let's look at the example of Sidorovich.
All merchant files are located in the gamedata\config\misc\shop_merchant_nick folders, in the case of Sidorovich - this is the gamedata\config\misc\shop_sidr folder
sidr_supl.ltx - here indicates the number of items that appear when opening the trade dialogue and the probability of their appearance
sidr_trade.ltx - here the range of fluctuations in the price of the item is indicated when opening the dialogue
I strongly recommend making backup copies of the files you edit so that you can roll back if you make a mistake somewhere.
Each merchant file has one or more sections that define the merchant's assortment before or after some in-game event occurs. Section names are enclosed in square brackets. Sidorovich has 2 sections
[…_start] - assortment at the start of the game
[…_after_fabric] - assortment after bringing Shustroy’s flash drive
Accordingly, you need to add items to the section that corresponds to your storyline in the game. You can add it to all sections at once - it won’t get any worse.
To add an item, add a line like this below the section name:
item name number1, number2
In the file sidr_supl.ltx:
number1 - number of items
number2 - the probability of their occurrence (from 0 to 1, a multiple of 0.1)
In the file sidr_trade.ltx:
number1 - minimum price coefficient
number2 - maximum price coefficient
When opening the dialogue, the price of the item will be random, equal to the "real price" * by a random number in the range from the minimum to maximum coefficient. The coefficient can be less or more than 1. In the sidr_trade.ltx file, you need to check in the appropriate section whether there is “your” item marked;NO TRADE. If there is, then delete this line.
Example: to add 5 Medusa artifacts for sale at a price from 0.1 to 0.5 of the real price, you need:
1. to the file sidr_supl.ltx
after the line
add the line af_medusa 5, 1
2. to the file sidr_trade.ltx
after the line
add the line af_medusa 0.1, 0.5
3. delete the line af_medusa ;NO TRADE
We save the files, load the game and go buy artifacts from Sidor.

List of quest and unique items
PDA and flash drives

PDA, flash drives
kostya_pda, kostya_pda2 ... kostya_pda9 - pda for Kostya (9 pieces)
kruglov_flash Kruglov flash drive
bar_tiran_pda PDA Tirana
voen_pda, bandranen_pda, fraer_pda PDA for the quest of the mercenary Andrey
ara_flash flash drive of the mercenary Ara
siv_pda PDA of the mercenary Sivoy
device_pda_npc PDAs that are needed for Den
gonets_flash_desc flash drive of messenger Kalinin
item_delete1 PDA for disabling the teleport in the Agro underground
sysh_flash flash drive Sych
nauch_flash flash drive of scientists from X18
sniper_flash flash drive of the Beast from the Wild Territory
esc_wounded_flash prisoner flash drive
val_key_to_underground Borov's key from X18
bar_tiran_pda PDA Tirana
pda_krysyka PDA Krysyuka
agroprom_pda PDA Mole
und_pda Max Luber PDA
rad_pda Monolith PDA with artmod
strelok_pda PDA Strelka
scaintist_pda PDA of a scientist from Pripyat for the Bartender
bar_lucky_pda Bolt PDA
bar_ecolog_flash flash drive Kruglova
pda_priz PDA Ghost
bland_flash flash drive Bland
crazy_flash flash drive of Psycho (crazy)
mil_svoboda_leader_pda PDA Lukash
cit_doctors_key Doctor's key to the hiding place in Pripyat
pda_vasilyev PDA Vasilyev
pda_francuz PDA French
pda_info Broken PDA for Akim
pda_art_mod PDA for cooking artifacts from the Psy-rays mod

Documentation

old_doc_3_1, old_doc_3_2, old_doc_3_3, old_doc_3_4 The third part of documents
amk_zapiska document for obtaining a transfer from Agroprom to Cordon
arhara_listok note Arrow
lab_x16_documents documents from X16
kostya_documents document "Teleport" from Kostya's cache in X16
new_prizrak_document1 ... new_prizrak_document3 diaries for the Phantom
plan_document plan of the bunker on Radar for the quest about the missing expedition
voen_document note from a military man (Andrey)
sysh_document Sych's note
new_document_sniper document of the Beast from the Cordon
pri_decoder_documents documents from Pripyat, written by Strelok
rad_document7 - orders of the military commander for six months
scaintist_docs documents of scientists, on the 1st quest of Borov)
lab_x10_documents documents from X10
sak_book1 ... sak_book3 books for Sakharov from 3 laboratories
mono_note monolith notebook
mono_dead_doc documents of a dead Monolith (map for the Cat)

Miscellaneous items

arhara_tele Monolith teleport
detector_elite_john - Hologram detector,
bioradar bioradar
mattress sleeping bag
doc_medal Doctor medallion
meceniy_outfit_new camouflaged exoskeleton
new_book_prizrak Ghost's diary
new_book Arkhara's notebook
stukach_book Pavlik's notebook
sak_book4 Doctor's diary
quest_case_01 suitcase with documents from the Checkpoint on Cordon
book_xabarych Shakhtar's book
flyga - Petrenko's flask
microshema microcircuit for Lanky
arhara_obman manual teleport Strelka
termos_small small thermos
termos_big big thermos
kuvalda, kluch, otvertka tools for Sidorovich
tisku_arhara - screw vice
kubik - Rubik's cube
fonarik - flashlight for Miner
shaxter_tele - miner's medicine
snotvornoe_tele - doctor's sleeping pill
disk_adren - disk for Adrenaline
kostya_af_gold_fish - goldfish for Kostya
good_psy_helmet customized psy helmet
bad_psy_helmet not configured psy helmet
dynamite Dynamite Lukash
hunters_toz Hunter's TOZ in the bar
case_freeman Freeman's case
gorelka, manometr, trubka spare parts for Flamethrower
vorona_egg crow's egg
lekarstvo medicine for Akim
mozg Controller's brain
bezoar
amk_ballon gas cylinder
amk_kanistra canister with gasoline
antizombie antizombin
acumm battery
sumka_arhara Sakharov's bag
inventory_new_box box with swag for Yakut
computer_new computer from X18 for Kruglov
notebook_new Arkhara laptop
notebook laptop with data from X18 for a Fan
diplomat diplomat with documents from X16 for a Fan
computer systems engineer from Pripyat for a Fan
inventory_sakbox_01 ammo box
inventory_sakbox_02 tool box for Sak
inventory_sakbox_03 Sakbox safe
inventory_sakbox_04 metal box
inventory_sakbox_05 container of highest security in the 1st quest of Borov)
playboy playboy subscription for Max (from Kruglov)
playboy1 ... playboy11 variants of various Playboy magazines found in the Zone. Dolgovets needs the 10th option
sak_plan bag with a plan for the Miser
quest_case_02 case with military documents
quest_case_05 case with documents of scientists
quest_case_06 case with military documents
quest_manycase_01 case with money
decoder1 decoder for Kruglov from X16
sak_resiver radio station for the Wolf
sak_resiver_yantar monitoring blocks issued by Sakharov
decoder decoder from a hotel in Pripyat

Money Silver ruble
money1 Golden chervonets
money2 Silver ruble
money3 Silver ruble
arhara_instruk Instructions for the suit
malyva Notepad with a note for Borov
pribor Computer with antenna
3d_raziy Video radio
telefon Mobile walkie talkie
suvorotka Serum
kod_kamera Sentry Notebook
soap Soap
amulet Amulet
remontnyi_box Repair box
shkatulka Casket
arhara_seif Minisafe for Miner
kluch_dell_teleport Teleport deactivator
kluch_dell_teleport1 Teleport deactivator
kluch_dell_teleport2 Teleport deactivator
parcel Parcel
box_with_weapon Box with weapons
tabletki_1 Tablets
tabletki_2 Tablets
tabletki_3 Tablets
shpriz Syringe
akkumulytor Battery for NZ quests
britva Razor
starik_chasy Gold watch
land_disketka Diskette
kolba_pustay empty flask
kolba_siniy_poln Flask with reagent
kolba_orand_poln Flask with reagent
ekza_akkumul Power supply
elek_plata Payment (electronic)
kluk_karta Map of Fang
kluk_karta_kopiy A copy of the Fang map
trupak Controller's corpse
sidor_head Stuffed head of Sidorovich
perfuzor_pust Perfusor with empty flasks
perfuzor_poln Perfusor with full flasks
kukla_1 Old doll
timer clock for mini map hood
naem_bloknot notebook of the mercenary Bonecrusher
amul_naemn mercenary signet
pseudopechatka mercenary signet
kluch_dell_teleport_warlab deactivator of teleport on Warlab
stuffed pseudo-dog
disk_pantera disk for Panther
bullion_gild Lukas gold bar
device_teleport one-time teleport Bones
science_teleport, science_teleport2, science_teleport3 teleports from Sakharov

Wpn_m_134 minigun
wpn_awm_new modified needle thrower
klyak_forest_doc Document from the Red Forest
rukzak_green Hunters backpack
nebo_clear anomaly annihilator
case_nebo case of courier Sviblov
lekar_kalmyak Medicine for Kalmyk
glushitel radio frequency jammer
television
maz Kalmyk ointment
box_kalmyak container for Kalmyk
mushroom fly agaric
cigarette cigarettes
hand_teleporter Hand teleporter from the Cross
hand_teleporter_arhara Faulty Hand Teleporter
doc_1 System for activating SKAT 15 modules
doc_8 Upgrader block 1
acumm Battery
doc_10 Upgrader block 2
foto_kontroller_yazva Photo of the anomalous controller

Broniki

Broniki in Solyanka
novice_outfit - novice outfit
bandit_outfit - beginner bandit costume
killer_outfit - mercenary outfit
monolit_outfit - monolith costume
specops_outfit - military special forces suit
military_outfit - army armored suit SKAT-9M
militaryspec_outfit - army armored suit SKAT-10
stalker_guard_outfit - costume of a guard in the Bar
stalker_outfit - neutral stalker outfit
stalker_outfit_v1(v2, v3) - stalker jumpsuit "veteran-1 (2, 3)"
scientific_outfit - scientific suit of the neutral stalker "Seva"
svoboda_light_outfit - light freedom suit
svoboda_heavy_outfit - heavy freedom suit
dolg_outfit - regular duty suit
dolg_scientific_outfit - scientific suit of duty
ecolog_outfit - regular scientist outfit
protection_outfit - reinforced scientist suit
exo_outfit - exoskeleton of a neutral stalker
killer_blue_exoskeleton - mercenary exoskeleton
dolg_black_exoskeleton - debt exoskeleton
svoboda_exoskeleton - freedom exoskeleton
monolit_exoskeleton - monolith exoskeleton
exo_bandit_outfit - exoskeleton of bandits
nebo_exo_outfit - clear sky exoskeleton
exo_mil_exoskeleton - new exoskeleton, prototype SKAT15-M
broken_exoskeleton - broken exoskeleton
freedom_scientific_outfit - freedom scientific suit
merc_scientific_outfit - mercenary scientific suit
monolit_scientific_outfit - monolith scientific suit
scientist_suit_white - white monolith scientist
monolit_black_outfit - black monolith suit
monolit_black_outfit_plus - improved black monolith suit
bandit_master_outfit - master bandit cloak
outfit_soldier_m1 - army body armor
bandit_veteran_outfit - veteran bandit cloak
soldier_outfit - gravity suit
nano_outfit - Nanoprotective suit - It is not used in Solyanka (will be available in the addon from the stalker dimak)
meceniy_outfit_new - camouflage exoskeleton
fire_outfit - fireman suit
psih_outfit - psychiatrist's cloak
hunter_novice_outfit - hunter-5 suit
hunter4_novice_outfit - hunter-4 costume
hunter3_novice_outfit - hunter-3 costume
hunter1_novice_outfit - hunter-1 costume
strelok_outfit - Strelok costume
nebo_light_outfit - light suit of clear sky
nebo_heavy_outfit - heavy suit of clear sky
nebo_scientific_outfit - clear sky scientific suit
outfit_novice_m1 - abnormal novice jacket
outfit_bandit_m1 - thickened bandit suit
bandit_master_outfit_m1 - bandit cloak with increased endurance
outfit_dolg_m1 - duty hunting overalls
outfit_killer_m1 - reinforced mercenary jumpsuit
outfit_specnaz_m1 - modified army armored suit (medicinal beryl)
outfit_stalker_m1 - ghost stalker jumpsuit
outfit_stalker_m2 - tourist (experienced) overalls
stalker_outfit_m3 - Strelka overalls
outfit_svoboda_m1 - modified freedom jumpsuit
outfit_exo_m1 - modified exoskeleton
novice_outfit_new1(2) - leather jacket
novice_outfit_rain1(2) - leather raincoat
neytral_gaz_outfit_v1(v2,v3) - improved overalls "veteran-1(2,3)" with gas mask
neytral_exo_antigas_outfit - exoskeleton Mk.1

Anticipating the question “Which is the best?” - I’ll say, taste and color... But still...
For those who prefer closed-loop suits, this is certainly scientific
the clear sky suit is excellent protection against anomalies, radiation and psi-radiation. It also provides the best protection, among suits of this class, from small arms and the teeth/claws of mutants. Unfortunately, it is not sold anywhere and has not been found in hiding places; you can only get it by removing it from a dead Chistonebovets (don’t rush to interfere with the dismantling of snorks and Clear Sky fighters at the “Fisherman’s Farm”))) You can upgrade it from Vasily and Syak.
The protection indicators of the “white monolith scientist” are not bad (in two indicators - chemical protection and fire-resistant properties - it even surpasses the Chistonebov suit). You can find it in a cache on the Radar. Upgrade Syak.
For those who don’t “breathe smoothly” towards exoskeletons, this is, again, pure heaven. Lightweight, durable, excellent radiation protection. The only fly in the ointment from the authors is that you cannot run in it. But we can fix everything. We go along the path gamedata&& cordialconfig&& cordial misc&& cordishnessoutfit.ltx we find (almost at the very end) the exoskeleton of the clear sky and the lines in it
sprint_allowed = false change false to true and run as long as you can breathe (although you should run in such clothes!))) You can find it in the cache on the Generators. Vasily from Clear Sky should upgrade (I haven’t checked it myself).
The "Plyushkins" will most likely like the bandits' exoskeleton. Carryable weight 180kg. Protection indicators are average. It’s not difficult to get this “marauder’s dream”. All you have to do is go to the ATP and crush the guys there - you are guaranteed 3-4 used ear copies. Upgrade Lanky in Bar.
And, of course, the most “fashionable” and sophisticated is the new exoskeleton, the prototype SKAT15-M. After the upgrade, it becomes truly real protection for its owner both from gunshot damage and from all types of anomalies and radiation. To get it, you need to complete almost all of Akim’s tasks. We improve the exe ourselves, but we’ll have to run around for upgrade blocks. The only inconvenience is that in order to run in this “miracle suit”, you need to have a certain supply of “Black Energy” in your backpack. Fortunately, there is enough of this goodness in almost all locations and Sakharov has it on sale.
You can’t write about all the costumes, incl. Here, in my opinion, the most interesting armored vehicles were briefly described.
But the choice is yours!

Weapon

Weapons in Solyanka
Pistols
wpn_Raging_Bull - Colt Python Revolver
wpn_hpsa - Browning HP-SA pistol
wpn_pm - Makarov PM pistol
wpn_pb - Silent PB pistol, used by special forces
wpn_walther - Pistol "Walther" P99
wpn_ups - Pistol XK USP Compact caliber 45 automatic transmission
wpn_fort - Pistol "Fort-12" made in Ukraine
wpn_colt1911 - Pistol Colt M1911A1
wpn_beretta - Beretta M92 pistol
wpn_desert_eagle - Pistol "Desert Eagle" made in Israel
wpn_sig220 - Pistol SIG226 caliber 45 automatic transmission
wpn_aps_sk1 - Pistol of the Stechkin APS system, the ability to fire in bursts
wpn_gungauss - Gauss pistol

Submachine guns
wpn_mp5 - MP5A3 "Viper" submachine gun
wpn_p90 - P90 submachine gun
wpn_ppsh41_sk2 - Shpagin PPSh-41 submachine gun
wpn_bizon - PP-19 "Bison-2"
wpn_bizon1 - "Anomalous" PP-19 "Bizon-2"
wpn_kriss_super_v - Super Kriss V submachine gun, developed for special forces
wpn_mp7 -MP7A3 submachine gun
wpn_uzi - Uzi submachine gun
wpn_scorpion - Czech-made submachine gun
wpn_mp5k - MP5A3 submachine gun with a folding plastic butt and a collimator sight

Slot machines
wpn_ak47 - Kalashnikov AKS-47 assault rifle, model 1947
wpn_ak74 - Kalashnikov assault rifle AKS-74
wpn_ak74u - Kalashnikov assault rifle AKS-74U
wpn_ak74_m1 - Rapid-fire AK-74 Arrow modified by Aahz
wpn_aks74m - Modification of the AKS-74 for the Airborne Forces. Wooden fittings have been replaced with lightweight ones made of polyamide. Has a built-in collimator sight "Cobra"
wpn_fn2000 - Belgian-made Automatic Grenade Launcher Complex with a computerized sight-fire control module and a 40mm grenade launcher
wpn_fn2000_comp - FN2000 assault rifle with a computerized sight chambered for 5.45x39
wpn_lr300 - Assault rifle LR300
wpn_groza - Assault complex "Groza" OTs-14
wpn_l85 - L85A2 assault rifle
wpn_sig550 - SIG550 assault rifle
wpn_abakan - Nikonov AN-94 "Abakan" assault rifle
wpn_g36 - Heckler und Koch G36 German assault rifle G36
wpn_tavor - Tavor CTAR 21-shortened machine gun from Israel Military Industries
wpn_m4 - M4 carbine analogue of the M16A2 rifle only with a shortened barrel and forend
wpn_val - Special assault rifle "VAL" for assault special forces
wpn_famas_p3_sk1 - French assault rifle "Famas"
wpn_m16a2_sk1 - Colt Commando assault carbine
wpn_m16a2_sk12 - "Anomalous" Colt "Commando" assault carbine
wpn_sg552_sk1 - SIG552 assault carbine

Rifles
wpn_svd - Dragunov SVD sniper rifle
wpn_svu - Sniper rifle shortened IED
wpn_m1891_30_scope - Mosin-Nagant rifle model 1891&& 1930, with optics
wpn_awm - Sniper rifle "Porcupine" ("Needle Thrower") for needle ammunition
wpn_b94 - Heavy self-loading large-caliber sniper rifle B-94 caliber 12.7x108 (in the Doctor's cache in Pripyat)
wpn_vintorez - Special Sniper Rifle VSS
wpn_gauss - Gauss rifle
wpn_gauss_krayzis - Modified Gauss rifle from Kryzis, reduced weight and wear, increased lethality
wpn_hk417_sk1 - Tactical rifle XK417 chambered for 7.62x51
wpn_sr25_mk11_mod0_sk1 - Tactical rifle SR25 Mark11 Model 0 caliber 7.62x51

Shotguns
wpn_toz34 - Double-barreled hunting rifle with vertical barrels TOZ-34
wpn_toz34h - Superbly modified and balanced Toz-34 (Hunter), with a comfortable carved butt. Equipped with a non-removable optical sight
wpn_bm16 - Sawed-off hunting rifle BM-16
wpn_spas12 - Semi-automatic shotgun SPAS-12
wpn_wincheaster1300 - Winchester 1300 pump-action shotgun
wpn_saiga12c - Saiga-12K smoothbore carbine
wpn_m4super90 - American-made smoothbore pump-action shotgun. Has an integrated silencer and sighting device
wpn_protecta - “Otboynik” is a 12-gauge shotgun made in South Africa. The drum magazine capacity is 12 rounds. "Chipper" is equipped with a folding butt

Machine guns
wpn_pkm - Kalashnikov machine gun modernized PKM
wpn_mg42 - Maschinengewehr 42 - German captured machine gun from the Second World War. Developed by Metall und Lackierwarenfabrik Johannes Grossfuss AG in 1942. Represents a further development of the MG-34 machine gun
wpn_m_134 - Manual version of the six-barreled minigun XM-134 machine gun for 5.56x45 caliber. An exoskeleton and special batteries are REQUIRED for use.
wpn_xm8_para_sk2 - XM8 "para" light machine gun based on the XM8 rifle

Grenade launchers
wpn_rpg7 - RPG-7 hand-held anti-tank grenade launcher
wpn_rg6 - Revolving grenade launcher RG-6 "Bulldog"
wpn_m79 - Single-shot grenade launcher for M209 grenade

Hand grenades
grenade_f1 - F-1 hand defensive grenade
grenade_rgd5 - Offensive hand grenade RGD-5

Unique weapon
wpn_walther_wa2000 - Anomalous "Walther" Chernomor with a computer sight
wpn_fn2000_sniper - Sniper version of the FN2000 assault rifle with a computerized sight (Akim's "Executioner")
wpn_gravigun - Gravity gun
wpn_flame - AMK flamethrower system Screw
wpn_samopal - Homemade pistol with electric lock
wpn_crossbow - Lightweight hunting crossbow
wpn_vintorez_m1 - Personalized screw cutter “without wear”, with 8x optics (the same one from Ivantsov’s quest on Playboy, in the safe at Agroprom)
wpn_abakan_m1 - AH-94 "sniper"
wpn_abakan_m2 - AH-94 "assault"
wpn_fort_m1 - Experimental Fort
wpn_mp5_m1 - Modified MP5 for 9x18 caliber
wpn_mp5_m2 - Modified MP5 with built-in silencer
wpn_mp5sd - Modified MP5, "Hog Viper", 80-round magazine, reduced wear
wpn_groza_m1 - OC “Groza” for 5.45mm caliber
wpn_groza_m2 - General Voronin's thunderstorm, chambered for the NATO cartridge 5.56x45
wpn_groza_m3 - Laser-guided thunderstorm
wpn_spas12_m1 - Spas-12 Hunter
wpn_winchester_m1 - Combat Winchester
wpn_l85_m1 - Balanced L85
wpn_l85_m2 -Lightweight rifle l85
wpn_lr300_m1 - Sniper version of the LR300 M1 rifle
wpn_svd_m1 - SVD "Trucker"
wpn_sig_m1 - SiG "assault"
wpn_sig_m2 - SiG "sniper", with fixed optics
wpn_dark_gauss - Ghost's Gauss, ability to shoot in bursts
wpn_eagle_m1 - Big Ben, with built-in optics
wpn_colt_m1 - Modified Colt colt1911, with built-in silencer
wpn_val_m1 -Modified Val, with a fixed optical sight
wpn_ak74u_m1 - Anomalous AK-74u, with a built-in silencer
wpn_g36_m1 - Modified G36 - G36 "Crystal", with increased lethality
wpn_svu_m1 -VU "Kid", modification of the basic version - reduced weight and reduced recoil
wpn_beretta_m1 - The newest modification of the Beretta M9, ​​improved combat accuracy and lethality
wpn_rg6_m1 - RG-6 under the NATO M209 grenade
wpn_walther_m1 -Walther for caliber 9x18
wpn_crossbow_m1 -Modified Norman's crossbow. More convenient optics have been installed, the initial speed of the arrow has been increased and wear has been reduced

Steel arms
wpn_crowbar - Mount
wpn_kolbasa - "Stale sausage"
wpn_fist - "Fists"
wpn_fist_m - "Fighting gloves"
wpn_bat_a - Balisong butterfly knife
wpn_bat_b - "Bandit Butterfly"
wpn_elf - "Blade of Fortune"
wpn_knif2 - "Samurai Blade". The most "strong" knife in Solyanka. Will give Fang for completing one of his tasks
wpn_knif3 - "Aahz's Knife"
wpn_knifa - Cold Steel Peace Keeper is a modern double-edged knife. "Hunting Knife"
wpn_knife - M9 bayonet
wpn_knife_m - "Marine Knife"
wpn_knife_n - "Military surgeon's knife"
wpn_knife_new - "Killer's Blade"

Paratrooper "Paratrooper" based on the FN2000 assault rifle from vdv5549


Download - http://ifolder.ru/20378229

Flamethrower "Poltergeist" from dimak


Download - http://ifolder.ru/20378209

How to make a quest item "not a quest"

Quest items (which are given when completing some quests and are not “freely sold” by merchants) have a peculiarity - “by default” they cannot be sold in the game and cannot be registered for sale in the usual way.
This limitation is circumvented; to do this, the item must first be made “ordinary”, which can be bought and sold, and only then registered for sale.
Descriptions of almost all quest items are in ***.ltx files, the names of which include items, the main ones being: items.ltx, quest_items.ltx, unique_items.ltx, arhara_items.ltx.
An example is prescribing Fraer PDA for sale, its name is fraer_pda. Description of Frayer's PDA is in the file quest_items.ltx let’s start with it - it’s here && regardinggamedata&& regulatingconfig&& regulatingmisc&& regulating_quest_items.ltx
We make a copy of this quest_items.ltx and put it somewhere, we will need it later. Then open the remaining file quest_items.ltx and look for the lines
:identity_immunities
...... (many different things) .....
quest_item = true
and change quest_item = true to quest_item = false
close this file and agree to the changes.
When searching for a description of another item, look for a similar line [item_name]: identity_immunities
Now we register the PDA for trading, as described above. We close, save, launch Solyanka, go to the merchant and he should have Frayer’s PDA for sale, buy it, then save the game and exit it completely. Now we need a copy of the quest_items.ltx file that we made at the beginning, this file must be returned to its place, that is, in && dargamedata&& config&& darmisc.
Now we start the game and go give this PDA or whatever needs to be done with it for the quest.
If the item description is in a different file, for example in arhara_items.ltx, then instead of quest_items.ltx we copy, correct and restore “our” description file.

Cheat sheet for poking around in files from N6260 (how to increase carry weight, how to add new weapons, where to look for the departure log, how to make food heal... and much, much more)
http://www.sendspace.com/file/jd4r4f

Autosave mod (automatically saves the game after each received task, it is very convenient to search for the desired save if you need to roll back)
http://narod.ru/disk/27443061000/Autosave-1.0%20for%20NS%2020.12.rar.html

Ascetic hood from Seraphim (minimal information content for the player + excellent overview to admire the Zone) - http://www.ex.ua/view/2472307

Pack of seasonings and corrections for Narodnaya Solyanka (Pack prepared by stalker Kuzm@ Master)
The pack included:

AEK973 from Ray (sold by Petrenko)
Sighting reticles from OGSE (beautiful and convenient)
Uncut artifacts for NS (as in old versions of Salt)
Real water surfaces (a la Clear Sky)
Fresh adaptation of both Photozones + Domestos textures
Literary editing for the National Assembly
Science Monster Posters
Editing anomalies for NS (read readme)
Edited news (much livelier)
Corrected surfaces (impenetrable gates, gaps under the terrain, etc.)
P.S. There is a readme for every mod and edit in the archive. Weight 18 meters.
All mods and edits for the latest version of Salt (14.08.10 + patches).


Download http://fayloobmennik.net/203256

Texture edits from Shadowman and Deadmoroz for NS.
Crashes in memory, texture processing, etc. are cured by 80%, and FPS is increased. Before installation, make a backup copy of the textures folder (just in case).
Download http://ifolder.ru/19657480

Both Photozones plus Domestos textures for the latest version of Salt (08/14/10 + patches). Adaptation of these photo zones to the NS is in the Kuzm@ Masters package
Download http://narod.ru/disk/26076548000/TEXTURES.rar.html

A car for ATP. How to ride it?

In order for the car to start, you need to write a line in the user.ltx file
bind turn_engine kB
And then when you get into the car, press .
The user.ltx file is located on the path - C:&& regionDocuments and Settings&& regardingAll Users&& regurgitationdocuments&& radstalker-shoc

Why can’t I fire Akim’s “Executioner” and Chernomor’s “Anomalous Walter”

In order for these 2 barrels to fire, you need to replace the xrGame.dll file from the bin folder
Download the bin folder - http://openfile.ru/611887/

Where is the playboy for Ivantsov?

On Radar, not far from the turn to Pripyat. Here -


Syak will give you the door code after you bring him the tools from Sidor.

My Informant from the Bar has disappeared. How can I get it back?

The informant participates in the New Plot quests. To prevent him from running away, do not buy the Arm transition from him. warehouses - Chernobyl nuclear power plant!

Petrenko does not take the Gauss pistol from me. How to pass the quest?

As soon as you took this task from Petrenko, immediately run to the Dark Valley to get him. If you postpone the quest “for later”, the NPCs will pick it up for you. You will have to ransom/kill the stalker-thief, and the pistol will be used, and it will be very difficult to repair it. If you still want to pass the quest, then exactly the same trunk will be on the Undiscovered Land in a cache in the Fire Cave.

I can't find a flask for Petrenko.

Not far from the southern checkpoint of Dolga -

The messenger with the Panther disc does not appear.

The quest has not been finalized. He appears in different places. But even if you find him, you still won’t be able to talk. Therefore, we don’t worry and immediately register the disc for sale.

I can't find the teleport to the photo gun in the Sarcophagus

Watch the video hint


Where are the documents for Akim parts 2 and 3?

Watch the video hint


I'm in the Cave. Lots of monsters, dark, scary, anomalies, it’s not clear where to go. Help!

You have a map of the cave, to view it, insert it into the pistol slot. If you still have trouble navigating the map, then watch the video:


The miner sent to the Labyrinth to find Fima Coal, but I can’t find the transition Cave - Labyrinth.

Watch the video:


P.S. When you get to Fima in the Labyrinth, you must ensure that the “prodigal son” is alive (usually he lies wounded in the dungeon); if Fima does pass away, replay the game, otherwise you will not get out of the Labyrinth.

I can’t take a photo of the Panther/Brain/Svoboda killer, etc. It’s not clear where to aim. The red dot does not appear.

The principle/algorithm of all photographs is the same. For the photo to appear in the backpack, the second slot must be empty. If you take photographs with a photo gun, the pistol slot is empty; if you take photographs with a photo pistol, the machine gun slot is empty. Let's look at the process using the example of photographing a former representative of the "Last Day" at Army warehouses
1. Look through binoculars - look for the red mark -


2. Point the photo gun at the found red dot and shoot -


3. Place the photo in the pistol slot and look at the name of the desired character -

I can't find the Separator bag with monster parts in Cordon. Where is he?

Here -

The anomalous controller does not appear in the X-16, who needs to be photographed on Klenov’s instructions. Where to look for it?

He doesn't appear to anyone. The quest has not been finalized. It's OK. Go to Klenov and hand over one photo of the brain. The task will go into the category of “failed”, but you will move on with the plot without any problems.

We went with Bosun to turn off the antennas, but he didn’t want to return from the scientists’ base. I’ve been waiting for half an hour, but he’s still sitting by the fire and doesn’t intend to come out. What to do?

Before the task we save. We leave the game. We go to gamedata&& rvconfig&& rvalife.ltx, find the value switch distance = 140 and change it to 600. Load Solyanka, go with the Bosun to turn off the antennas, wait for the drunkard to return (he should return). Don’t forget to change the switch distance value back to 140.

Optimization
Original size 3072
Maximum size 4094
If possible and there is additional space on the disk you have chosen, you can set the following values:
Original size 4094
Maximum size 5120
You should not overdo it with these parameters and specify sky-high numbers; on the contrary, this can lead to a freeze of the entire system.
If there is not enough space on the C:&& joy drive, then select the most suitable drive available to you, it can be D:&& joy, and E:&& joy, etc.
On Vista and 7:
Everything is the same, only to open the window with paging file parameters, you need to right-click on the “My Computer” icon and find “Advanced system settings” on the left edge, and then do the same as for XP.


3.Restart the game every hour or two.
4.In order for Windows to be stable, it is recommended to check drive C
Prevents rebooting and crashing into a “dead screen”.
My computer > personal drive C: > properties > service > run check >
(checkboxes "Automatically correct system errors"
bad sectors.") => launch.
5.Disable all extraneous running processes && programs before starting the game, turn off the anti-virus and all possible firewalls, regularly clean the registry and defragment the hard drive(s).
If you have 3GB of RAM, then we will do the following:
If 32 bit Vista, run the command with administrator rights: BCDEDIT /Set IncreaseUserVa 3072
If Windows XP is 32 bit, then write the 3GB boot key in boot.ini
find boot.ini like this, on the “My Computer” icon, right-click
"Properties" -> "Advanced" tab,
in the "Boot and Recovery" section -> "Options" -> "Edit".
The contents of the boot.ini file will open in Notepad.
This is where we add the necessary parameters.
timeout=30
default=multi(0)disk(0)rdisk(0)partition(1)&&𐄸WINDOWS
multi(0)disk(0)rdisk(0)partition(1)&& hateWINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect /3GB

For better performance, disable rain in an already installed mod:
In gamedata/config/weathers, in the weather_default_dynamic.ltx file, use autocorrect to change the lines default_weather_rain to default_weather_clear, default_weather_groza to default_weather_pasmurno. And that's it - the game only has clear or cloudy weather, no thunderstorms or rain.
Also for owners of weak cars. Only for Windows XP!!!
The Game Prelauncher program disables almost all programs and services (except critical ones), sounds, desktop, shell, selected drivers, etc. On most computers it is possible to free up about 80 - 120 megabytes of RAM, or more. This is not to mention the processor resources. On a standard configured user system, about 50 - 80 programs/services are disabled. Plus, the game can be launched with higher priority (Windows will give the game more CPU time). ReadMe and FAQ in Russian in the archive.
RAM optimizer for S.T.A.L.K.E.R. games by RamSoft
The program is recommended for use on machines with a small amount of RAM (from 1.5 GB or less)... For owners of 2 GB or more, this program will not help in any way... 3. Launch the game
4. When finished, close the program
http://ifolder.ru/20277603
http://www.re-aktor.ru/forums/index.php?app=core&module=attach§ion=attach&attach_id=405



Weapon pack No. 1
Description and contents of the pack -

The weapons pack was made mainly for those who have completed Solyanka at least once and now would like to try to complete it with a new one,
interesting weapon. In my work I used the work of other stalkers (Aaz, SanekEd, dimak, vdv5549, Nomadec, Aleksandrych, Grayshooter, adapted weapons from other mods - Arsenal mod, DMX mod, and also took separately posted models, kindly provided by the above stalkers)
Sorry if I didn’t name anyone, but we simply couldn’t identify the authors of some models, but we’ll still say a big thank you to them!
The pack included -
1.AK-47 "Scout" (The horn has been enlarged, optics and accuracy have been improved, all body kits have been installed)
2.New SVD model(A real sniper! Or else... the misunderstanding that was originally in Solyanka)
3.AK-203 (AR-F “Snipers”. Essentially the same AK-47, only with Western body kits, and very accurate)
4. Saiga Cardan (New convenient, smooth-bore, rapid-fire carbine, with automatic firing mode and enlarged horn, placed in the pistol slot)
5.VSK94 (Smaller analogue of VSS "Vintorez", placed in the pistol slot)
6. "Exhaust" (Large-caliber silent sniper rifle chambered for 12.7x108)
7.Remington 870 "Marine Magnum" (The most powerful pump-action shotgun in the game, it's better to go with a librarian)
8.FN2000 "Paratrooper" (Or simply "Paratrooper", a modernized FN2000 complex, increased horn, accuracy, magnification of optics, rate of fire, for rifle caliber 7.62x54)
9.Flamethrower - "Poltergeist"(A new model of flamethrower based on the FN2000, a special fire mixture in cylinders, very convenient for clearing an area from large flocks of all kinds of evil spirits)
10.SVD "Whip" (With an adjustable sight and auto-locking the target) - To shoot from this rifle, you need to replace the xrGame.dll file in the bin folder.
11.AK-104 (AK hundredth series chambered for 7.62x39, double horn, increased rate of fire, all body kits)
Twin F1 grenades(The radius of damage from shrapnel has been significantly increased. Throw only from cover!)
A new type of ammunition - "Buckshot" for the Saiga 12K and Remington 870 "Marine Magnum" shotguns.
Almost all weapons have a right-handed bolt.
Plus, I reviewed the performance characteristics of the cartridges:
What I was guided by was linking the lethality of a weapon to the caliber it fires. And he made a distinction between armor-piercing && sniper && simple.
In terms of lethality, the armor-piercing one is higher than the others, but the coefficient is. there is more dispersion - its accuracy is worse than that of a sniper and a simple one. On the contrary, a sniper cartridge has much higher accuracy, but lower lethality than an armor-piercing cartridge. A simple cartridge has average characteristics... There is a separate topic about charges for shotguns (shot & buckshot), everything is clear there - the hit is big, and the dispersion is huge, i.e. very lethal, but only in close combat.
I slightly revised the performance characteristics of under-barrel grenades, now this is really a real help in combat conditions (you can even shoot down a helicopter if you hit the right place!).
New guns will not be available for free sale - they can only be obtained by completing quests (and not at the very beginning of the game). But because players are at different levels of completing Solyanka, and perhaps the person has already completed this quest, I still had to register them with the most distant merchant - the Swamp Doctor in Pripyat (but very expensive, so save your money!). The necessary "body kits" for the new barrels will be on sale at Adrenalin.
I believe that if a stalker got to Pripyat, he deserved a good, reliable and accurate weapon, and by that time almost everyone was already at the rank of “master”.
The pack was made and tested for pure Arkharov Solyanka version 04/19/2010 + additional from 08/14. + patch from 20.08. + patch from 03.09.
Copy the contents of the gamedata into your gamedata and agree to the replacement. NONE is required.
And then, after installing this pack, you don’t need to add anything else from above, especially addons that introduce other new guns or concern weapon changes. The 2nd pack will add additional hardcore to the passage of Solyanka. Some quests (especially where NPCs will be armed with weapons of 9x39 caliber - Val, Groza, VSS) will not be easy to complete, even with new guns. At least it seemed so to me...Now even bandits shouldn’t be ignored (especially the Avengers!). Now you will need your own tactics with each enemy/in each quest - you can’t beat it! The need for natural shelters will increase many times over. You will need to use underbarrel grenades/hand grenades more actively.
The Marine Knife has been slightly enhanced.
Added 4 new items -
1.Steyr Aug Kaltera (Austrian assault rifle with under-barrel shotgun) - By Chainsaw
2.Thompson submachine gun(it is possible to install all body kits) - Author Zeka1996Korneev
3. TT pistol (will be on sale at Sidor, especially useful for those who have just started/are starting to play Solyanka and have not yet acquired an automatic weapon) - Author: Real_Wolf
4.Grenade "Snowball 7643b"(produced by local Kulibin. When exploded, it imitates the Snezhnaya anomaly) - dimak idea, my implementation
As usual, new guns are scheduled to be issued for completed quests. New grenades will be available from Adrenaline and Raven.
And, finally, the most delicious thing - the new atmospheric voice acting for all weapons from the stalker Kuzm@ Master (the new voice acting is really “freaky”, I hope you will see this for yourself).
Install the 2nd pack only after installing the first pack! Otherwise, problems are guaranteed.
If you didn't install the fix for the first pack, don't worry, it's included in the 2nd pack.

Happy hunting everyone! Best regards, Buusty.

Description from Kuzm@ Master:
The sounds of shots of almost all weapons have been replaced; each barrel has its own sound. Reloading sounds for some barrels have been replaced. The sound of a shot with a silencer is now different for each barrel (for example, in the original, all weapons of 5.56 caliber and several others had one sound). In terms of sounds, I didn’t try to strive for complete realism, but I also took it into account (some sounds of shots were taken from real weapons), and selected the most atmospheric and sonorous ones (to my ear it’s true, you’ll appreciate it). The sounds of explosions of grenades and helicopter guns have been replaced. All sounds were run through the SDK, correctly commented (NPS reaction to them, audibility range), there is no redness in the console. If you find something, please write back, I’ll fix it right away, in theory it shouldn’t be, I checked everything. In some folders with sounds for weapons, there are alternative sounds of shots (for example, sg552_shot_zapas, may have a different name), you can experiment by simply rewriting the path or name of the sound.
The voice acting was done under pure Solyanka from 08/14/09 with all the author's patches, and editing of weapon configs from comrade Buusty. If you use others or native ones, you just need to rewrite the paths by analogy with the config paths from Buusty (copy-paste, nothing complicated). Have a good game!
Installation: Just drop the gamedata folder into the root folder of the game, agreeing to a complete replacement.

Thanks:

The site fpsbanana.com and all foreign (and not only) authors for the countless number of different sound packs for games. Hundreds were analyzed and revised.
For the valuable information on voice acting, I thank the sound comrades Muller & Mongol.
Argare honor and respect for the best MOD.
Many thanks to stalker Buusty for his help, friendly advice and support.
And also thanks to all the veterans on SP in the “People’s Solyanka 2010” topic, just for existing... Stalkers.

Best regards, Kuzm@ Master.





I recommend installing both packs, first the 1st, then the 2nd.

______________________________________________________________________

Due to numerous requests from workers, the post has been updated. Special thanks for your help Buusty

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

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

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

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

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

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

Very important notes.

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

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

New Plot Quests.

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

Searches for the missing expedition.

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

Laptop quest from Arkhara.

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

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

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

Search for the killers of the fang.

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

Searching for a ghost.

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

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

Clear Sky Quests.

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

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

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

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

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

Search for the box and safe of the mysterious stalker.

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

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

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

Continuing the search for the mysterious stalker.

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

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

Fang quests (hikes in the red forest, warlab)

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

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

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

Walkthroughs of all three parts of STALKER can be found on our website. This article describes only the quests added by the mod.

Search for the missing expedition

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

Next, you need to find the gopnik who pocketed the soldier’s PDA. While following the signal, you will come across a false SOS signal. This bandit will not have the required item, so you will have to move on.

The real thief of the CCP is called Fraer. You can find him on Voronin's quest. Not only that, but you can also come across him on quests in many other locations.

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

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

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

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

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

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

You will still find fresh bodies on the spot. Apart from two corpses, there will be a half-dead Ecologist in the laboratory - fulfill his last request by finishing him off. Next, visit the Phantom and tell him about what happened. The comrade will answer that it is probably possible to get out of the laboratory another way, but it has yet to be found.

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

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

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

N laptop Arkhara

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

Dan will tell you about emboldened warriors at Agroprom who are planning something. You will have to visit the location and obtain a transmission with valuable data. On the spot, find Arkhara so that together with him you can hit the military, grab the package and deliver it to Dan.

Deliver the address book to the owner, after which he will give you another assignment to find his computer. Arhara will also advise you to exchange a few words with Dan.

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

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

The search for the Phantom and the killers of Fang

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

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

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

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

Find the Fang Killers

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

Also keep in mind that when you first visit the Swamp Psycho location, animals may kill you. It makes sense to immediately visit him, finish him off and take the flash drive, without having the corresponding tasks. Otherwise, you risk coming to an empty place, as the corpse will simply disappear.

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

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

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

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

Le Havre will not appreciate your action, after which he will quarrel with you and take away your money and many valuable things (therefore, it makes sense to throw them into the cache before visiting the mercenary). After this there will be a battle in which you will have to kill all of Le Havre’s associates and himself.

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

Find the Ghost

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

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

Please note that this continuation of the chain will only open after completing the task of neutralizing the Scorcher.

Along the way, the Phantom will contact you via PDA. Finally, in the dungeon you will have to fight an ambush, which, however, was not organized against you.

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

The story quests end here, but secondary quests still remain in the Solyanka Team.

Clear Sky Quests

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

On the spot you will meet Dyak, whose comrade is in trouble. You will have to get to the church where the gopota is holed up, and then kill her. Sokhaty himself, Dyak’s friend, will be there. For your help, the Deacon will inform you about a secret portal to the Clear Sky base - use it.

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

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

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

The specific location appears to be chosen at random, so you'll have to spend some time finding a safe path. Deliver the box to the petitioner to find out about the price of the ointment.

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

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

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

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

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

Koschey will send you to the lads’ base, where you need to make your way in a certain way - through the tank, then onto the roof and down. If you act carefully and secretly, you can steal the PDA from your briefcase without complications.

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

Sviblov will send you to the enterprise where Dan’s group previously lived. On the spot, you must meet two conditions: remain unnoticed by the mercenaries and prevent Freebie from dying during the battle.

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

You can stand right next to Freebie and then, after his scream, kill two opponents at once, since at this time they will freeze for a couple of seconds. Return to the employer and tell them about your success.

The Cat's quests or the search for the Black Doctor

Find Dan, who will send you to the Cat. The latter will ask you to accompany him to the destroyed village where the body is located. Once there, go behind the Cat and examine the fanatic's corpse to take a map.

After finding the map, the Cat will go to the CHN base. You will have to accompany him, while simultaneously dealing with opponents. After this, you can talk with him a second time in the Cold bar, which is at the base.

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

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

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

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

Now you will have to grab the “tongue” somewhere in Agroprom. Below the left side of the territory you will find fanatics - kill them and rescue Chuk and Gek.

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

You will not find Modest on the spot, but the Joker will give you information about his whereabouts for some three bottles of vodka, which you will have to drink with him.

Being a loser, go to the village. Soon, Modest will contact you and ask for help - he is wounded and needs a first aid kit. When the guy comes to his senses, he will tell you about Rabinovich. At the same moment, you are suddenly attacked by a squad of avengers - kill them.

You will find Rabinovich in Pripyat, and specifically: in a building near the hotel. It's worth saving your progress here. During the conversation you will learn about a certain “Black Doctor”, after which you will have to visit the Cat. Tell him what happened, and then go to Zakhar. In a conversation with Zakhar, you will learn about Brother Louis, who will need to be caught.

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

Now your task is to visit the Svoboda base, where the Frenchman may be located. Alas, you will only find his body in place - take the PDA and give it to Zakhar.

At this point, only half of the quest is completed, and only now you receive the goal of finding Fang. You will have to complete a whole series of quests to track down this stalker until eventually you finally meet him. When the task is completed, go to the city of Limansk.

On the way, you will come across the Freedom building, a detachment of which is led by Borman. The latter will ask for a favor - you will have to eliminate the sniper point. Go to the place and kill all opponents, including the sniper. Then Sviblov will contact you with the purpose of meeting.

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

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

Now you need to give the muffler to the Skruger, which is what Borman asked you to do. You need to wait half a day and then return to the last one for your reward.

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

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

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

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

Search for the mysterious stalker's swag

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

In a conversation with the Miner, take on the task of finding Fima Coal, as well as finding the guard’s documents. Go to the Labyrinth, on the upper floors of which you will find both documents and the missing guy. When the job is done, you will be rewarded with the opportunity to go to the Cave location.

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

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

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

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

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

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

Search for the mysterious stalker

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

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

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

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

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

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

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

Hand over the razor to receive the Watch. Give the watch to the petitioner to get a tip on new crossings. Visit Pilgrim again, who will now give you batteries. Then the Hermit will contact you.

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

Hand the batteries to Zhora and at the same time talk with Vitko. The latter will require one artifact and two detectors. At the same time, Adrenaline will get in touch and tell you about the strange guys who asked about the swag. Visit the scientist at the explorer base and buy detectors.

After giving Vitka what he needs, go to Cyclops. He will tell you about a cache with the necessary detectors - go to the Dump location. Having obtained the detectors, use one for yourself, and give the other to Adrenaline.

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

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

On the spot you will come across a barely breathing mercenary who will tell you about the Perfusor flask. Here, pick up the data storage medium. Before leaving, patch up the wounded person.

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

At the same time, the mysterious owner of the card will contact you, who will ask you to return the find, but will give the go-ahead to create a copy.

Visit the Warehouses where the flasks are stored. Hand over what you found to the Gynecologist, who will now need a power supply and a microcircuit from the Svoboda armor. Also hand over the card so they can make a copy for you.

Get to the crater point to get the deactivator. After this, look into the cave with anomalies “Zharka”, where Pilgrim is located. The guy will help you get to the mercenaries and pick up the necessary components.

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

Deliver all previously found resources to the Gynecologist, and then pick up a copy. The gynecologist will insist that the Avengers' service must be performed. Naturally, they can be deceived. To do this, visit Owl, who can make a stuffed animal.

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

Give the stuffed animal to the Chimera, who will still refuse to give you the materials. Here you will learn about his squad, who are preparing before going out in search of the daughter of a certain rich man.

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

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

To the news of Fang

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

Once there, you will come across an obstacle in the form of a door with a code. Help Syak find his materials to get the necessary password. Next, you will find yourself in the Military Laboratory, stumbling upon a battle between fanatics and mercenaries.

You can wait out their battle so as not to expose yourself again. Afterwards, Fang will contact you.

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

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

Complete the orders of Lukash, as well as the Miser, since it is their tasks that will allow you to increase your relations with the Freedom faction. Otherwise, as the quest progresses, the faction may turn against you, and then everything will fail.

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

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

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

When the job is done, you will find out that some authority wants to talk to you.

Dembel will give you instructions to seize a stuffed dog from Lukash's possessions. Next, talk to the Panther, who will ask you to take the package from the courier who is located at the Cordon (you can use the scientist’s teleport).

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

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

At the indicated location, climb into the storage room and take the required item - prototype equipment (do not put it on, otherwise it will break). Also pick up the scarecrow on the top floor, and then leave.

Deliver the discovered items to Dembel and Panther. After this, the mercenary leader will want to talk to you. It turns out that the confrontation with Le Havre is still a thing of the past, and the hottest battle will come only later.

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

Report to the two employers again, and then head to the Bar. Fang will send you to Lukash so that you give him the faction insignia.

The chain continues, and now you must do a favor for Lukash - bring the Freedom detachment to the indicated place. Then Panther will contact you. If you haven’t cleared the Radar location before, now is the time to kill all the enemies on the road to the laboratory.

Ask Vitamin about the convergence point on the Radar. On the spot, talk to him and lead the squad to the opening in the fence, after which you will talk to Vitamin again.

Inside the laboratory, Freedom herself will clear out all the mutants, while the employer will be waiting for you in the entertainment room. After a conversation with Vitamin, the teleport block will stop working. At the same moment, Cyclops will contact you.

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

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

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

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

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

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

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

New quests for Fang in the Old Village

When Denis is freed, tell Fang about your success and go to the Astrologer at Cordon. Next, you will have to visit Sidorovich, on the way to whom Fang will contact you and ask you to lend a helping hand to the Pilgrim. Leave the visit to the huckster for later and go to the Old Village.

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

Complete the assignment, and then go to the headquarters that needs to be recaptured. When this is done, Panther will contact you. Kolmogor will want you to explore the village.

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

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

There, by the way, you can find three caches: the first is located near the sign that says about the canister, the second is nearby in the water, and the third is near the tree that grows near the table with benches.

Report your success to the Expert, then visit the Panther and bring it to the Expert. After that, follow him to a certain place, after which go to the secret path to the Old Village. It is along this line that you will have to bring the Panther to Kolmogor.

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

Next, Klenov will need your help. Talk to Pilgrim and return to the laboratory. At this point you will have to complete the above chain with the Black Doctor, after which the quest will resume. Klenov will ask you to find the psi antenna.

The required item, if it is not displayed on your map, is located on the machine itself in which the protagonist was delivered to the Zone. Kill all opponents and return to the employer. All you have to do is visit Pilgrim to start a new chain.

The Elusive Astrologer

After talking with Pilgrim, Fang will contact you, who will ask you to visit Chernobyl Nuclear Power Plant-1. On the spot you will find a Ghost - tell him about the task so that he will accompany you to the point.

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

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

When their conversation ends, ask more about the Bosun, and then ask the Doctor to use the turntable. Take a helicopter to the Swamps.

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

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

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

You will eventually discover the Panther's body. Soon the Doctor will arrive to you - talk with him, then with the Phantom, and then go to the village.

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

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

You shouldn't go down there - you need to return to Fang and get into the cave with him. The mysterious person will be Mukha. After this, exchange words with Fang again; then a sudden meeting with the Panther will follow.

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

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

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

Report your success by radio, and then continue searching for other turntables.

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

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

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

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

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

For a full-fledged finale, in a conversation with the Doctor, you will have to choose the option of making your own Luck Stone. To do this, throw the Poltergeist Heart into the outlined circle.

Thus, you will receive art with which you will be able to bring the Fly back to life. When this is done, visit the Panther in the hospital. After this, you will be able to penetrate the previously closed area at Agroprom, where your comrades are located.

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

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

Quests of Lightning and the search for the Dead City

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

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

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

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

When the One-Legged One receives the pictures, he will give you an upgraded detector. After the conversations, grab the exoskeleton with camouflage and head towards the X-10 laboratory.

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

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

If you selected the lens yourself, then Korn himself will have to deal with the safe. When he unlocks it, talk to Fang, and then again when the battle is over.

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

The next goal is the Factory, where you need to talk with Chernomor. Get him a cure for the zombie virus and escort him to the stalkers' base. For your help, the guy will show you the coordinates of a good rifle with ammunition. Just now return to Klenov and provide all the photographs.

Visit Lightning and after communicating, dispose of all isomorphs by throwing them into the portal. Then the Panther will contact you, and Lightning will open a portal for you to the Cordon location. Here you will find Hog, who will need your help. The reward is a cache of Invisibles.

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

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

Use a cloaked exoskeleton to explore the Undiscovered Land. There you will stumble upon a conversation between mysterious individuals, one of whom calls himself a representative of the Last Day. When they disperse, get to the One-Legged One and find out about the new cache.

After examining the cache, visit Sakharov and give him everything you found to learn about the new portal in the laboratory. Using it, collect the documents and complete the entire sequence of actions indicated in them. Conversations again.

Another visit to Lightning, and then a final farewell. All you have to do is visit Limansk and use the last portal, after which a video will follow that ends this storyline.

Dead City and the Last Day

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

On the other side you will find the Evil One, who will tell you about the whereabouts of a certain stalker. The perfumer will give you a new clue. Eventually you will reach the village and Tyumen, which will send you to the Gopnik base. This is where the stalkers will end up.

Together with the stalkers, after talking with the Liquidator, attack the base. When the job is done, escort their squad to a safe place.

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

Visit Norman when he contacts you. After the conversation, go to Fainting, who has assigned you a meeting place near the bandits’ base. Here Norman will offer you to find the cache.

From a conversation with Fainting, you will learn about a chip that allows you to disable the city’s perimeter defenses. Moreover, he will give you such a chip.

Get to the indicated point near the city and kill all the Last Day soldiers. Remember that you need to act quickly here, as the task is limited by time.

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

After this, you will contact the employers and find out about the new path to the ATP location. On the spot, kill all the opponents and visit the cache location, which Norman will tell you about.

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

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

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

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

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

Video: secrets of Narodnaya Solyanka OP-2.1


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