Generators or the elusive Astrologer. Walkthrough stalker folk hodgepodge

Description:
Folk Solyanka is a modification where you need to keep a lot of details in your head, information for various quests. This article contains tips for quests that are included in the "Generators or the Elusive Stargazer" quest line (Guide base: a185. Added by: Admin(Spaa-team))

Before proceeding with the passage, you must go through the following plots:
Cat Quests:
Ghost Quest: Walkthrough guide: Begins story line after the last communication with the Pilgrim in the Old Village.
1. There is an exchange of SMS with Fang, we find out that GG is needed at Chernobyl1. Who did not use the Chernobyl2 - Chernobyl1 transition, we go through this transition to find out where the GG is needed. The transition is marked on the map in the PDA.
2. At Chernobyl1 we meet the Ghost, we say, he leads us to the transition point. As it stops - we say, a transition appears, we go to the Generators.
3. On the Generators, we again speak with the Ghost, he leads how to stop - we say, GG needs to find the elder in the village. We go to the village (slightly south of the swamp).
4. Finding a senior is not a problem, talk to him, pay or complete a quest. The quest is not really difficult - I advise you to complete it. All hints 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 a transition to the Hospital.
5. Fritz is easy to find, he lets GG to the prisoner, we talk to him, a helicopter arrives
6. We leave, we speak with the Black Doctor, GG should find the Boatswain. 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 Ghost, we speak, we get information about the Boatswain, we return to the Black Doctor and beg him for a helicopter. We listen to advice and stock up on what we need. We go into the helicopter, we fly to the Swamps.
8. We arrive, move to the territory of the location (it's not difficult, the GG can jump even in that situation). Let's go look for the Boatswain, who sits not far from the base of Clear Sky

Where to look for Boatswain

The boatswain sits not far from the base of Clear Sky

9. We speak with him, we get the task to bring the Boatswain to the cemetery, we lead, protecting him from monsters.
10. In the cemetery from the pilot we get the task to clean up the bandits. We clean, put the Boatswain in a helicopter, sit down ourselves, fly back to the Generators.
11. We arrive, speak with the Boatswain, go to the Ghost and get a transition to Pripyat.
12. We go to Andersen, we speak. GG must find the joystick. There is a map in the PDA, a hint on how and when to look - too. We find a joystick, during the search we look not only at our feet, there is still a joystick!

Where to look for a joystick

On a rock near one of the generators

13. We speak with Andersen, go to the Boatswain, hand him the joystick and accompany him to the border of the radiation zone. We are waiting for the Boatswain to turn off the antennas and leave the zone. We go to Boatswain, we speak with him.
14. We go to the Ghost, we speak, a long exchange of SMS. We set off to storm the Base with the three of us, admire the battle of helicopters, and clean up the Monoliths. We receive SMS about the escaping leader, we jump into the hatch of the underground passage, we run after the leader.
15. We find the corpse of the panther, wait for the Black Doctor, talk to him, talk to the Ghost, go to the village.
16. Find the boatswain, talk, drink, watch videos and listen to DDT. We wake up, go to the Ghost, get a note, it contains the code from the door. Active SMS exchange.
17. We open the door to Varlab, go to the concrete road, 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 is not that difficult after all. Hint - a living person will be sitting in the cave. We do not climb into the cave - we go to Fang at the headquarters in the Fiery Cave, we speak. Together with him we go back to the cave.

Where to find the right cave

In one of the corners of the location

19. We climb into the cave, find the Fly, speak, return to the Fang, meet the Panther, speak, return to the Fang again, speak.
20. We are leading the Fly to the Hermit for the winter quarters.
21. How will we approach the winter hut - we will receive a message from the Gynecologist, we talk with him, we get the task to visit Klenov
22. We leave, we receive SMS from Fang. We return to the Fly, we speak, we get the task to find the doll and her photograph. We speak with Fang, we go to Warlab to Maple.
23. We take the art from Klenov, go to the Radar for the doll (in the house where one of the Cyclops' caches was). A "prediction" about an incomprehensible anomaly is being fulfilled (hardcore players will get real pleasure). We take the doll to Mukha.

Where is the doll

On the radar, in a house not far from the transition to Yantar

24. We speak with Fang, we go to Voronin, we speak. We go to the Bartender, there is an active exchange of SMS. We go to Chernobyl2 to search the helicopter. Anyone who has ever passed Chernobyl2 can easily find out where the right helicopter lies.

Where to look for 1 helicopter

The plane itself is on the roof of the Sarcophagus, the recorder is standing nearby

25. We make our way to the helicopter, pick up the recorder. There is an exchange of SMS, from which we understand that we still need to look for helicopters. We go looking.
26. The 2nd helicopter is very easy to find, it is clearly visible both from the bottom (from the ground) and from above, any gamer ran past him repeatedly. Near it - hints where to look for the 3rd helicopter, we go to the pipe for which the helicopter is hooked, we climb the stairs to it.

Where to look for 3 helicopter

On a high pipe, it can be climbed by ladders

How to get to the helicopter

There is an anomaly in front of the stairs to helicopter 3. It can be removed if you use one of the ruby ​​artifacts, or you can use the method sent by Rachina
Jump to this teleport


Jumping onto the platform

27. Near the 3rd helicopter we find a military man, we take an artifact from his backpack. We carry and give the recorder to Voronin, an active exchange of SMS.
28. We go to Fly, show her the contents of the backpack and send it to the mainland, pick up a present from the military.
29. We speak with Fang, we read a terrible story in SMS, we run to a large swamp. We find the body of the Fly (I took everything just in case), we treat the wounded lieutenant, we speak. SMS exchange, we go to the cave in which the Fly was found, we get the task to go to the Generators.
30. On the basis of the Generators, we talk with Andersen, go to the substation, collect jamming generators, bring them, give them back. After an active exchange of SMS, we observe the negotiations.
31. We speak with Andersen, go to the concrete road and clean up the Monoliths. We go to the generator field, when we reach the right place, there is an exchange of SMS, we meet Panther, we speak.
32. We go to Chernobyl2 (the place is marked on the map), we speak with Fang, we go to the place indicated by him, we clean up the Monoliths, an SMS comes from Fang with the requirement to quickly return back.
33. We run back as fast as we can, we observe the catastrophe of an armored personnel carrier and a helicopter, mourning for a dead friend, listen to Alexander Yakovlevich wink.gif
34. We receive an invitation from the Black Doctor, go to the Hospital, GG is allowed into the previously closed back part of the Hospital.
35. We follow the communication of the characters, after the invitation we go to the Black Doctor, we communicate with him, with the father of the panther, again with the Doctor and we get the freedom to choose the further development of the plot.

The true ending of the game looks like this:
36. In a dialogue with the Doctor, we choose that we will cook the Lucky Stone on our own, get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, there is a flash and a new art is cooked very quickly, we select it.
37. We speak with the Doctor, we go to the Fly, we revive it, we go we speak with the Panther. She and her father are at the far end of the compartment, there is a passage further along the tunnel, we go there.
38. We find ourselves in an inaccessible part of the Agroprom in the company of our old friends. We speak with the Ghost.

39. We stand and watch the show + for an active SMS dialogue until the participants of the show go home.
40. Arkhara appears, we speak with him, he leaves. We are not in a 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 special.
41. We go to the teleport near the gate, meet Fang there, talk to him, then go to the teleport
False endings are very similar to the true ones, with the exception of a couple of interesting moments - which you will find yourself, everything is clear and understandable there. And with false endings, you won't get any further.

Generators or the Elusive Stargazer


Several important notes and problems:
1. (I repeat) - carefully read the dialogues and incoming SMS, especially the red ones. In the latest additions, an increasing part of the plot unfolds precisely in the exchange of SMS, including the issuance of GG tasks and tips.
2. There is a small inaccuracy in the plot - the GG can go to the Generators without going through Limansk and the Hospital, without talking with the Black Doctor for the first time. Don't do it - you'll regret it later.


1. There is an exchange of SMS with Fang, we find out that GG is needed at Chernobyl1. Who did not use the Chernobyl 2 - Chernobyl 1 transition, we 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 1 we meet the Ghost, we say, he leads us to the transition point. As it stops - we say, a transition appears, we go to the Generators.
3. On the Generators, we again speak with the Ghost, he leads how to stop - we say, GG needs to find the elder in the village. We go to the village (slightly south of the swamp).

4. Finding a senior is not a problem, talk to him, pay or complete a quest. The quest is actually not difficult - I advise you to complete it. All hints 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 a transition to the Hospital.

5. Fritz is easy to find, he lets GG to the prisoner, we talk to him, a helicopter arrives
6. We leave, we speak with the Black Doctor, GG should find the Boatswain. 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 Ghost, we speak, we get information about the Boatswain, we return to the Black Doctor and beg him for a helicopter. We listen to advice and stock up on what we need. We go into the helicopter, we fly to the Swamps.
8. We arrive, move to the territory of the location (it's not difficult, the GG can jump even in that situation). We go to the dilapidated railway bridge and there we find the Boatswain. Who played in Clear sky- they should know well both the passage and the cave in which the Boatswain sits. 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, we speak.
9. We leave the cave, we get the task to bring the Boatswain to the cemetery. He himself gets behind the fence, we talk to him, we lead, protecting him from monsters.
10. In the cemetery from the pilot we get the task to clean up the bandits. We clean, put the Boatswain in a helicopter, sit down ourselves, fly back to the Generators.

11. We arrive, speak with the Boatswain, go to the Ghost and get a transition to Pripyat.
12. We go to Andersen, we speak. GG must find the joystick. There is a map in the PDA, a hint on how and when to look - too. We find a joystick, during the search we look not only at our feet, there is still a joystick!

13. We speak with Andersen, go to the Boatswain, hand him the joystick and accompany him to the border of the radiation zone. We are waiting for the Boatswain to turn off the antennas and leave the zone. We go to Boatswain, we speak with him.

14. We go to the Ghost, we speak, a long exchange of SMS. We set off to storm the Base with the three of us, admire the battle of helicopters, and clean up the Monoliths. We receive SMS about the escaping leader, we jump into the hatch of the underground passage, we run after the leader.
15. We find the corpse of the panther, wait for the Black Doctor, talk to him, talk to the Ghost, go to the village.

16. Find the boatswain, talk, drink, watch videos and listen to DDT.

16.1 We wake up, go to the Ghost, get a note, it contains the code from the door. Active SMS exchange.
17. We open the door to Varlab, 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 is not that difficult after all. Hint - a living person will be sitting in the cave. We do not climb into the cave - we go to Fang at the headquarters in the Fiery Cave, we speak. Together with him we go back to the cave.
19. We climb into the cave, find the Fly, speak, return to the Fang, meet the Panther, speak, return to the Fang again, speak.
20. We are leading the Fly to the Hermit for the winter quarters. When they brought, the Fly should sit down by the fire, and Fang should stand nearby.

21. We leave, we receive SMS from Fang. We return to the Fly, we speak, we get the task to find the doll and her photograph. We speak with Fang, we go to Warlab to Maple.
22. We take the art from Klenov, go to the Radar for the doll (in the house where one of the Cyclops' caches was). A "prediction" about an incomprehensible anomaly is being fulfilled (hardcore players will get real pleasure). 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 go to Chernobyl2 to search the helicopter. Anyone who has ever passed Chernobyl2 can easily find out where the right helicopter is, but to get to it, GG will need a Monolith teleport.
24. We make our way to the helicopter, pick up the recorder. There is an exchange of SMS, from which we understand that we still need to look for helicopters. We go looking.
25. The 2nd helicopter is very easy to find, it is clearly visible from the bottom (from the ground) and from above, any gamer ran past him repeatedly. Near it are hints where to look for the 3rd helicopter, which is more difficult to find and which the GG cannot reach without a teleport.
26. Near the 3rd helicopter we find the backpack that the Fly was talking about, we take valuable things from it. We carry and give the recorder to Voronin, an active exchange of SMS.

27. We go to Fly, show her the contents of the backpack and send it to the mainland, pick up a present from the military.
28. We speak with Fang, we read a terrible story in SMS, we run to a large swamp. We find the body of the Fly (I took everything just in case), we treat the wounded lieutenant, we speak. SMS exchange, we go to the cave in which the Fly was found, we get the task to go to the Generators.

29. On the basis of the Generators, we talk with Andersen, go to the substation, collect jamming generators, bring, give back. After an active exchange of SMS, we observe the negotiations.
30. We speak with Andersen, go to the concrete road and clean up the Monoliths. We go to the generator field, when we reach the right place, there is an exchange of SMS, we meet Panther, we speak.

31. We go to Chernobyl2 (the place is marked on the map), we speak with Fang, we go to the place indicated by him, we clean up the Monoliths, an SMS comes from Fang with the requirement to quickly return back.
32. We run back as fast as we can, we observe the catastrophe of an armored personnel carrier and a helicopter, we mourn for a dead friend, we listen to Alexander Yakovlevich

33. We receive an invitation from the Black Doctor, go to the Hospital, GG is allowed into the previously closed back part of the Hospital.
34. We follow the communication of the characters, after the invitation we go to the Black Doctor, we communicate with him, with the father of the panther, again with the Doctor and we get the 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 Fortune on our own, get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, there is a flash and a new art is cooked very quickly, we select it.
36. We speak with the Doctor, we go to the Fly, we revive it, we go we speak with the Panther. She and her father are at the far end of the compartment, there is a passage further along the tunnel, we go there.

37. We find ourselves in an inaccessible part of the Agroprom in the company of our old friends. We speak with the Ghost.
38. We stand and watch the show + for an active SMS dialogue until the participants of the show go home.
39. Arkhara appears, we speak with him, he leaves. We are not in a 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 special.
40. We go to the teleport near the gate, look at the last surprise from Arkhara and with a sense of accomplishment we go for a walk around the ZONE and finish what we haven't done before. Who has completed everything - goes to complete the cyclic quests of the key NPCs and wait for the next special stage to appear.

Unfortunately, in the 20.12 patch version there is a bug that does not allow you to find out what should happen with false endings (when the GG receives money and refuses to revive the Fly).

How to fix the error read here

False endings are very similar to the true ones, with the exception of a couple of interesting moments - which you will find yourself, everything is clear and understandable there.

Complete walkthrough Stalker Narodnaya Solyanka
The Search for the Lost Expedition


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

Arkhara's laptop quest:

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

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


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

Finding Fang Killers:

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

Ghost Quest:

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

Clear Sky Quests:

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

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

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

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

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


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

Search for the box and safe of the mysterious stalker


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

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

Continuation of the search for the mysterious stalker:

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

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

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

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

1. We receive SMS from Fang (item 36 from the branch "Continuation of the search for the mysterious stalker"), we go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we get the task to scout a new territory (military laboratory or Warlab), we get a transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, there is a transition behind the door with a combination lock. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We find ourselves in Warlab for a sharp dismantling of the Monoliths with mercenaries. You can just stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Kostolom in the billiard room, take the mercenary's notebook from it. Not far from the corpse we receive SMS from Fang.
5. We go to the AC to Fang, he is on the farm where the Dolgovtsy were based before, we talk with Fang, we get the task to ingratiate ourselves with the mercenaries, in which Lukash will help us.
6. We speak with Lukash, learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to Dark Valley, take the signet and become a mercenary. With further movements, we try to avoid contact with any groups, especially with former neutrals and friends - after killing them, you can find yourself in a stalemate.
8. We go to Warlab, find Panther in the billiard room, talk to her and get the task to find a walkie-talkie for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft at the top, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio, we find out that the big uncle wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Warlab to AC.
10. We speak with Panther, we get the task to intercept the messenger on the Cordon and pick up the disk. In the PDA we see a photo of the place where you need to get. Carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to Cordon. We climb the upper structures of the bridge, we reach the edge of the torn farm, we receive Panther's SMS that we are in place, a messenger (Sergeant Kostylnoga) should appear, we take the disk from him.

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

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

Continuation of Fang's quests in the Old Village:

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

1. After saving Denis in the Red Forest, we go to Fang, report on the rescue and get the task from him to go to Codon to talk with the Astrologer. Let's go and talk. In the last dialogue it is written that the GG should go to Sidorovich.
2. We go in the direction of Sidorovich, an SMS comes from Klyk about the need to save the Pilgrim and the transition from Pripyat to the Old Village opens. We immediately forget about Sidorovich and move towards Pripyat.
3. We go to the Old Village, at the entrance we speak with the 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 speak and we get the task to clean up the warrior at the store.
5. We go to the store, we clean up the warriors, we talk with Kolmogor - we get a new task - to capture the headquarters.
6. We go, we capture the headquarters, SMS comes from the Panther. We report to Kolmogor, we get the task to examine the village.
7. We speak with Pilgrim, we walk around the village, we receive SMS from Kolmogor, we return.
8. We speak with Kolmogor, we get the task to find Panther and the coordinates of the transition to Limansk. We go to the transition, SMS comes from Panther and a mark appears on the map in the PDA.
9. We go to the Swamps to the Panther. For those who did not have a label - Panther on the southern tip of the peninsula, near which the controllers' farm is located (where red brain for Sviblov was mined).
When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a label appears in the PDA.
10. We speak with the Panther, go north from it and find the Connoisseur of the Swamps in the center of the circle with a mark in the PDA.
11. We speak with the Connoisseur, we get the task to bring zombie embryos and clean up the farm.
We go, we clean, we find backpacks and embryos.

12. We return to the Connoisseur, we speak, we go to the Panther, we bring her to the Connoisseur. Again we speak with the Connoisseur.
13. We follow the Connoisseur. When it stops, we speak and get a transition marker from the Swamps to the Old Village, go to the transition.
14. We take the Panther to Kolmogor, from whom we receive the task to protect the village.
15. We heroically defend so that the life of the GG does not seem like honey, during the execution of this task, a new SMS from Kolmogor arrives with a demand to clean up another part of the village alone.
16. GG is no stranger - we go to the lowland part of the village, we clean up the warriors, a joyful SMS comes from Kolmogor, we return.
17. We report to Kolmogor, SMS comes from Klenov with a request to come. We speak with the 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 with the Black Doctor, but it turns out that it works like that.
18. In Warlab we get several SMS in a row, which will be interesting for the development of the plot in the final addition of Solyanka. We go to Klenov, we get the task to find the psi-antenna. We are moving to Cordon.
19. I didn’t see the label on the antenna in the PDA - the antenna we needed was on the truck, from which the GG fell out at the beginning of the game.
Tip - do not rush to immediately pick up the antenna - when approaching it, a guard of honor and a committee for a solemn meeting appear. As a true modest warrior of Good, my GG did not wait for fanfare and pomposity - he quickly ran next to the truck and dealt with the guard of honor and the red carpet committee from afar, from a sniper rifle.
We pick up the antenna, we carry Klenova.
20. We return the antenna to Klenov.
21. We go to the Pilgrim, we speak with him and the next storyline begins.

Generators or the elusive stargazer:

The storyline begins after the last communication with the Pilgrim in the Old Village.
Attention! Before going to the Generators, be sure to go through the entire Cat 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 GG is needed at Chernobyl1. Who did not use the Chernobyl2 - Chernobyl1 transition, we go through this transition to find out where the GG is needed. The transition is marked on the map in the PDA.
2. At Chernobyl1 we meet the Ghost, we say, he leads us to the transition point. As it stops - we say, a transition appears, we go to the Generators.
3. On the Generators, we again speak with the Ghost, he leads how to stop - we say, GG needs to find the elder in the village. We go to the village (slightly south of the swamp).
4. Finding a senior is not a problem, talk to him, pay or complete a quest. The quest is actually not difficult - I advise you to complete it. All hints 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 a transition to the Hospital.
5. Fritz is easy to find, he lets GG to the prisoner, we talk to him, a helicopter arrives
6. We leave, we speak with the Black Doctor, GG should find the Boatswain. 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 Ghost, we speak, we get information about the Boatswain, we return to the Black Doctor and beg him for a helicopter. We listen to advice and stock up on what we need. We go into the helicopter, we fly to the Swamps.
8. We arrive, move to the territory of the location (it's 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 well both the passage and the cave in which the Boatswain sits. 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, we speak.
9. We leave the cave, we get the task to bring the Boatswain to the cemetery. He himself gets behind the fence, we talk to him, we lead, protecting him from monsters.
10. In the cemetery from the pilot we get the task to clean up the bandits. We clean, put the Boatswain in a helicopter, sit down ourselves, fly back to the Generators.
11. We arrive, speak with the Boatswain, go to the Ghost and get a transition to Pripyat.
12. We go to Andersen, we speak. GG must find the joystick. There is a map in the PDA, a hint on how and when to look - too. We find a joystick, during the search we look not only at our feet, there is still a joystick!
13. We speak with Andersen, go to the Boatswain, hand him the joystick and accompany him to the border of the radiation zone. We are waiting for the Boatswain to turn off the antennas and leave the zone. We go to Boatswain, we speak with him.
14. We go to the Ghost, we speak, a long exchange of SMS. We set off to storm the Base with the three of us, admire the battle of helicopters, and clean up the Monoliths. We receive SMS about the escaping leader, we jump into the hatch of the underground passage, we run after the leader.
15. We find the corpse of the panther, wait for the Black Doctor, talk to him, talk to the Ghost, go to the village.
16. Find the boatswain, talk, drink, watch videos and listen to DDT. We wake up, go to the Ghost, get a note, it contains the code from the door. Active SMS exchange.
17. We open the door to Varlab, 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 is not that difficult after all. Hint - a living person will be sitting in the cave. We do not climb into the cave - we go to Fang at the headquarters in the Fiery Cave, we speak. Together with him we go back to the cave.
19. We climb into the cave, find the Fly, speak, return to the Fang, meet the Panther, speak, return to the Fang again, speak.
20. We are leading the Fly to the Hermit for the winter quarters. When they brought, the Fly should sit down by the fire, and Fang should stand nearby.
21. We leave, we receive SMS from Fang. We return to the Fly, we speak, we get the task to find the doll and her photograph. We speak with Fang, we go to Warlab to Maple.
22. We take the art from Klenov, go to the Radar for the doll (in the house where one of the Cyclops' caches was). A "prediction" about an incomprehensible anomaly is being fulfilled (hardcore players will get real pleasure). 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 go to Chernobyl2 to search the helicopter. Anyone who has ever passed Chernobyl2 can easily find out where the right helicopter is, but to get to it, GG will need a Monolith teleport.
24. We make our way to the helicopter, pick up the recorder. There is an exchange of SMS, from which we understand that we still need to look for helicopters. We go looking.
25. The 2nd helicopter is very easy to find, it is clearly visible from the bottom (from the ground) and from above, any gamer ran past him repeatedly. Near it are hints where to look for the 3rd helicopter, which is more difficult to find and which the GG cannot reach without a teleport.
26. Near the 3rd helicopter we find the backpack that the Fly was talking about, we take valuable things from it. We carry and give the recorder to Voronin, an active exchange of SMS.
27. We go to Fly, show her the contents of the backpack and send it to the mainland, pick up a present from the military.
28. We speak with Fang, we read a terrible story in SMS, we run to a large swamp. We find the body of the Fly (I took everything just in case), we treat the wounded lieutenant, we speak. SMS exchange, we go to the cave in which the Fly was found, we get the task to go to the Generators.
29. On the basis of the Generators, we talk with Andersen, go to the substation, collect jamming generators, bring, give back. After an active exchange of SMS, we observe the negotiations.
30. We speak with Andersen, go to the concrete road and clean up the Monoliths. We go to the generator field, when we reach the right place, there is an exchange of SMS, we meet Panther, we speak.
31. We go to Chernobyl2 (the place is marked on the map), we speak with Fang, we go to the place indicated by him, we clean up the Monoliths, an SMS comes from Fang with the requirement to quickly return back.
32. We run back as fast as we can, we observe the catastrophe of an armored personnel carrier and a helicopter, we mourn for a dead friend, we listen to Alexander Yakovlevich
33. We receive an invitation from the Black Doctor, go to the Hospital, GG is allowed into the previously closed back part of the Hospital.
34. We follow the communication of the characters, after the invitation we go to the Black Doctor, we communicate with him, with the father of the panther, again with the Doctor and we get the 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 Fortune on our own, get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, there is a flash and a new art is cooked very quickly, we select it.
36. We speak with the Doctor, we go to the Fly, we revive it, we go we speak with the Panther. She and her father are at the far end of the compartment, there is a passage further along the tunnel, we go there.
37. We find ourselves in an inaccessible part of the Agroprom in the company of our old friends.
Due to the large number of questions about further development events, I give a detailed sequence of actions after the appearance on Agro for the correct development of the plot:

38. We stand and watch the show + for an active SMS dialogue until the participants of the show go home.
39. Arkhara appears, we speak with him, he leaves. We are not in a 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 special.
40. We go to the teleport near the gate, look at the last surprise from Arkhara and with a sense of accomplishment we go for a walk around the ZONE and finish what we haven't done before. Who has completed everything - goes to complete the cyclic quests of the key NPCs and wait for the next special stage to appear.

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

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

1. After talking with Fang, we leave for the Teleport. We fall on the pipe, look around, see another teleport, jump into it. "Getting acquainted" with Lightning, an exchange of SMSs follows, we learn a lot of new things.
2. We figure out who could plant a bug in the PDA for us, let's go and deal with him. SMS exchange.
3. We go to the Control Bunker, we speak with Lightning.
! Tip: We need a first aid kit.
4. Move forward to Limansk, Find a house with a Teleport, find what is left of the Wanderer, pick up the notepad, 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. 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 a teleport, go into it. We find a photo gun, take a picture of the Monolith, select a photo, jump into the teleport.
8. Village. SMS exchange with Ghost. We go to the Pilgrim, show the Photo and ask him to erase the numbers from it.
9. We are waiting, we go around the village, SMS comes from Pilgrim, we take the Photo and go to the Generators.
10. We give the Photo to Maximilian, we get the Advanced Detector. SMS exchange with Lightning and Fang.
11. Take Camouflage Exa and advance to X-10. We sit in ambush. We wait.
! Advice: It will not be superfluous to shoot the rats on the way to the hall with a knife switch and in the hall itself, so that the fighters of the Last Day clan would not be distracted by them.
! Tip: Keep Stealth Mode Until Korn Opens code door.
12. We fight off the Invisible Radio Operator Korn, communicate with Korn and Fang, select a camera and instructions.
! Tip: It is necessary that during the showdown Korn is not injured, if he runs away from the door, there may be problems with further passage.
! Tip: If possible, we do without intermediate saves, otherwise quest items may fall into textures. If this happens, we leave their X-10, for example, into the Sarcophagus and return, pick up everything that failed.
13. We go to Pripyat. AT 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 see off to the Kindergarten.
! Tip: It will be easier if the mutants, zombies and monoliths are exterminated before we go to look for Korn's cache, then it will be easier to hold him alive.
14. Korn opens the safe to find out about the missing document. We speak with Fang, we mine the stairs, we speak with Fang again, we repulse the attack. We get a link to Arkhara's profile on AMK.
! Tip: We take mines for mining on the floor in a backpack.
15. We leave for the Red Forest, we find the Forester. We eliminate the Sniper, we get a gun from the Forester, and he collects a camera for us. On a tip from the Forester, we find a corpse, take everything we find, and then look for a transition to Warlab.
16. We speak with Klenov, we get three charges to the camera and an isomorph.
17. We go to X-16 photograph the Brain. We leave, if we're lucky, in the tunnels we find and photograph the controller.
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. On a tip, we pick up the Rifle and cartridges.
19. We go to Varlab, we give Klenov a photo and a fotik.
20. We go to Lightning. We are talking. We throw out all the isomorphs found in the teleport, in return we get various useful things.
21. We receive SMS from Panther. Lightning helps us move closer to Cordon.
22. At the Garbage we meet Hog, we help him solve the problem. In exchange, we learn about the cache of Invisibles. We take everything from there.
23. We pass to the Cordon, the exchange of SMS with the Panther. We go to the Village of beginners, we speak with the Father of the Panther. We are trying to catch up with her. We are watching what is happening. We return with the Panther's Father to the Village. We talk to him. SMS exchange with Chernomor. We speak with Klenov and he will teleport the Note and the infected Camera to us.
24. We leave for Yantar, we speak with Chernomor.
25. We return to Cordon, take a Snapshot and calculate the villain. We speak with him and hand him over to the Father of the Panther.
26. We leave for the base of freedom. SMS exchange with Father Panther. We take a picture. We calculate someone else's and talk with him.
27. Take Camouflage Exa and move to the Uncharted Land. We eavesdrop on the conversation when the representative of the Last Day leaves, we speak with Maximilian and we get a tip on the Cache at Agroprom.
! Tip: 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 pick up the contents of the Cache and move forward to Sakharov. Seeing what we brought him, Sakharov is happy to share information about the peeped teleport in X-16.
29. We go to the Teleport, we find ourselves in X-16, collect everything we find, and act as it is written in the papers found.
30. We teleport to Yantar, we speak with Chernomor. SMS exchange with Lightning.
31. We come to the Lightning, throw the found object into the portal, be sure to collect everything that flies back. Say goodbye to Lightning. We are waiting for her to go into the portal, we get the task to find a teleport in Limansk.
32. We find a teleport in Limansk, activate it and watch the video. Looking forward to another sequel.

Last Day and Dead City:

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

So, the previous description stopped at the place when the GG finds a portal in the basement in Limansk.
1. We go into the portal, we get a not very happy message about the weapon from the protection system. Reluctantly, we leave in the safe acquired by overwork. We teleport to MG.

2. We meet Evil, we get bad news and a hint from him, we go to look for a stalker. The location is marked with a circle on the map.

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

4. We find a farm and Tyumensky, we speak, we get a task. We go to the camp of bandits, the position is marked by a circle on the map.

5. We find stalkers, we speak with the Liquidator, we go to clean up the camp. After the cleanup, we loot and collect swag according to the list of Tyumensky (there is in the PDA in the task description). If you are lucky, then we collect the whole set and get the task to take the stalkers back. And if not lucky, then we think where to get the rest.

6. We lead the stalkers to Tyumenskoye, simultaneously clearing the monsters spawned for this occasion. We remember Chuck and Huck. We hand over swag and live stalkers to Tyumensky.

7. We receive SMS from the Perfumer, we go to the Black Farm to look for the controller. The fighters appear last day"and SMS comes from Norman. You can fight with enemies or run away from them. We go to Norman.

8. We talk with Norman, we learn a lot of interesting things. SMS exchange with Fainting, we go to meet him next to the camp that was recently cleared. Upon arrival at the place, the fuel truck receives a task from Norman to find a cache. Waiting for fainting.

9. We speak with Fainting, we get a chip to turn off 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. On the way, we clean our passage from the fighters of the "Last Day". Don't forget about Swoon's hint about the timer.

11. In the attic, according to the drawing, we find a cache and the weapon we need, go to the sniper's place.
The weapon disappears from the hands - we are not nervous, as planned, we wait a bit and observe what is happening. When the weapon returns to our hands, we bring down several fighters of the "Last Day", be sure to bring down the head of security on a tip from Norman.

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

13. We deal with the "support group" at the ATP, we get a task from Norman to find a hiding place, we go to Agroprom.

14. With the help of the positioner, we go to the indicated point along the coordinates, teleport to the cache. We find the module in the cache, we get transitions to the MG and back. SMS exchange with Norman.

15. We move to Limansk, pick up the swag left there from the safe, at the same time follow Norman's instructions along the way (if the necessary armor and weapons are not in the safe). On any of the transitions provided, we return to the Dead City.

16. We go to the Perfumer, he wakes up with a passion for wandering and he leaves for his new place. We are waiting and tracking on the map when it stops, we go there, we speak. SMS exchange with Duda. We get a route how to enter the building.

17. After the end of the dialogue between the Perfumer and Duda, we again speak with the Perfumer (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 to the Liberty base).

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

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

20. We receive SMS from the Perfumer, we go to the headquarters to look for a note from the Spark, we find, the Perfumer appears, we speak.

21. Follow the positioner to the point indicated by Iskra in the note, get into the sewer and through it - to the teleport to Zaton. After running around the empty Backwater, we are waiting for the release of the next add-on.

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