Stalker folk hodgepodge plot. Passage of game Stalker: Folk hodgepodge. What you need to know when passing Stalker Narodnaya hodgepodge

Astrologer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In the labyrinths at the Chernobyl nuclear power plant, avoid radiation and kinks. In the beginning there will even be snorks. You will see a Monolith and a teleporter. There will be a note from Arrow and information related to a living heart.

Guide to Narodnaya Solyanka 2010 + OOP

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

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

Firstappearance in the Zone -Conversation with the Stargazer.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Search for the Lost Expedition

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

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

Arkhara's laptop quest:

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

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

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

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

Finding Fang Killers:

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

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

Ghost Quest:

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

Clear Sky Quests:

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

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

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

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

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

1. We speak with Den, we get the task to talk with the Cat and a label on him in the PDA.
2. We go to the Cat, we speak, we accompany him to the burnt farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse that you need to get to. GG should have very good radiation protection.
3. We search the corpse of the Monolith, pick up the card and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebovtsy base, actively clearing the living creatures around if the Cat suddenly stops. We go to the bar to the Cold, we speak with the Cat. We get the task to find the right person.
5. We speak with everyone at the base, we find a Persian in a house with equipment next to the house where Sviblov is standing, my name was Misha Los), we are talking. We get the task to bring the TV.
6. We go to Cordon, near Akim we pick up the TV, we give it to Elk. In return, we get information about the possible locations of the Monoliths (marked on the map by circles).
7. We search the places of the possible location of the Monoliths, find them, destroy them, take the notebook.
8. We give the notebook to the Cat, we agree on a subsequent meeting in the Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or on the AC at the stalkers' parking lot between the Freedom base and the village of bloodsuckers. What causes and dependence of the place of appearance - I do not know. We get the task from the Cat to bring medicine from Kalmyk
10. We go to Kalmyk, he needs ingredients - we collect, we bring. We are waiting for the appointed time, we take the medicine.
11. We give the medicine to the Cat, we get the task to take the "language". I'm going to Agroprom.
12. To the south of the western complex we find the Monoliths and release Chuk and Gek from their captivity. We speak with any of the sweet couple, we accompany both to the central complex. I recommend clearing the 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) An optional task for the plot from Bormann is to find a silencer and take it to the Miser. We go to the construction site, we find a silencer in one of the containers to the left of the construction site. For reference - the 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 the notebook from the guard, save the fugitive and receive from him, in gratitude, the transition from the Labyrinth to the Cave.
If in a shootout the Monoliths suddenly kill Fima Coal - do not be upset, the main thing is that Tagged saved him and the quest will be counted.
3. We bring a notebook to the miner and observe the return of the prodigal son (even if he was killed by the Monoliths before that). As a reward, we get a recipe for a new Art, Rattle.
4. On the advice of the miner, we talk with Fima and learn from him about the mysterious box and safe, the transition from the Labyrinth to Yantar, and also about the need to talk with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first-aid kits, bandages, "Soul" and soap.
5. We speak with Adrenaline, we get the task to bring the Casket and the safe from the Labyrinth. At the same time, we get the transition to the Labyrinth from Amber.
6. We bring Fima swag and he talks about the transition from the Labyrinth to a new location, the transition itself does not give, until early (later the transition will be given by the Miner).
7. In the Labyrinth we find the Casket, in it is a note with an interesting and useful information(codes for 2 doors). We bring the box to Adrenaline, tell about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk with the miner. (how to find the Box can be found in the answers to "Other questions", in the "Labyrinth" section)
8. We speak with the Miner, he talks about the need to join the Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we get the next task to search for repair kits and the Monolith amulet.
10. We go to the Labyrinth, on the way to the Labyrinth we try to stay as far as possible from neutrals and former friends! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code from the door to the Monolith's bunker. In order for him to speak, it is necessary to say to him the "Plasma Caterpillar" and "Rattle". In the bunker we pick up the safe and repair kits. Repair kits can be picked up by one of the Monoliths in the bunker - do not forget to bargain with them.
11. We go to Sidorovich, we give repair kits and the amulet of the Monolith.
12. We go to the miner and give the safe. We get a transition to a new location Unexplored Earth.

Continuation of the search for the mysterious stalker:


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

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

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

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

1. We receive SMS from Fang (item 36 from the branch "Continuation of the search for the mysterious stalker"), we go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we get the task to scout a new territory (military laboratory or Warlab), we get a transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, there is a passage behind the door with a combination lock. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We find ourselves in Warlab for a sharp dismantling of the Monoliths with mercenaries. You can just stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Kostolom in the billiard room, take the mercenary's notebook from it. Not far from the corpse we receive SMS from Fang.
5. We go to the AC to Fang, he is on the farm where the Dolgovtsy were based before, we talk with Fang, we get the task to ingratiate ourselves with the mercenaries, in which Lukash will help us.
6. We speak with Lukash, learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. When moving further, we try to avoid contact with any groups, especially with former neutrals and friends - after killing them, you can find yourself in a stalemate.
8. We go to Warlab, find Panther in the billiard room, talk to her and get the task to find a walkie-talkie for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft at the top, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio, we find out that the big uncle wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Warlab to AC.
10. We speak with Panther, we get the task to intercept the messenger on the Cordon and pick up the disk. In the PDA we see a photo of the place where you need to get. Carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to Cordon. We climb onto the upper structures of the bridge, we reach the edge of the torn farm, we receive Panther's SMS that we are in place, a messenger (Sergeant Kostylnoga) should appear, we take the disk from him.
11. We move aside with Panther and get the task to bring a backpack from Lukash's headquarters. We get an invisibility exa.
12. We go to the AS, find a backpack in the weapons room of Freedom and take a prototype armor from it (we don’t try it on ourselves, so as not to damage it!), On the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the scarecrow to Dembel and the armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We speak with the boss and understand that the showdown with Le Havre was childish talk, but there is a big plus - 3 immortal characters are now helping Marked. We help the Panther and her guards to clear the Warlab from the mercenaries.
15. We speak with Panther and Dembel, we get information and a reward for helping Panther.
16. We go to Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task to pick up documents in the Red Forest.
17. We go to Lukash and give the signet of the mercenaries.

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

18. We speak with Lukash, we get the task to escort the Svobodovites. SMS from Panther comes.
19. We speak with Vitamin, we agree on a meeting on the Radar.
20. We go to the Radar, if the Radar has not been cleared for a long time, then I recommend clearing the route to Warlab from extra teeth and trunks. After that, we speak with Vitamin (the group is still standing at the entrance to the loca), we accompany the group to a hole in the mesh fence, 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 go up 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 agree with the captors of Mitka on a ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
34. We return the backpack, we get a tip on the location of the backpack with documents. We fight off the monsters, find a backpack, pick up the documents, take Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, we clean the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
36. We hand over the task and find out that the Stargazer was looking for us.

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 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 of the minefield, to the left of the entrance to the Freedom Base)
19. Again we speak with Le Havre, he becomes an enemy, and with a clear conscience we bring down him and all his associates.
20. We speak with Yakut, he saw how the Box was dragged from the base of Freedom to the outpost.
21. We take out the outpost of the Mercenaries and pick up the box.
22. We bring the box to Yakut and get something from our swag, which Le Havre removed from the poisoned GG.

Ghost Quest:

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

Clear Sky Quests:

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

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

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

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

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


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

Search for the box and safe of the mysterious stalker


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

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

Continuation of the search for the mysterious stalker:

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

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

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

This storyline begins immediately after the collection of the perfusor for the patients of the Gynecologist's clinic.
Important! Before talking with Lukash according to item 6 (about the signet of the mercenary), you need to complete as many tasks of Lukash and the Miser as possible so that all the 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, each time you enter the AS, check if there are monsters that attack the Svobodovites on the barrier. This process continuously lowers Marked One's reputation with freedom and this greatly affects the possibility of "blushing" freedommen after Panther's missions.

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

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

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 go up the stairs to the secret part of Varlab, we speak with Lazy. Learn about the chief scientist.
24. We find Klenov, we speak and get a lot of interesting information, we get the task to bring the Hologram to Warlab.
25. We go to NZ, we speak with the Cyclops, we get another tip on the hiding place.
26. We speak with the Hologram, we accompany him to the transition to the AC.
27. We go to Warlab, we speak with Klenov, we get the task to bring art and cobblestones.
28. We go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat, receiving the Doctor's task to take the medallion to the miner. Also, the miner will ask for flashlights - where and how to find it all is described in other sections of the guide.
Where to look for 10 cobblestones - everyone decides for himself. They periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
29. We go to Klenov, we give art.
30. If you have not received the transitions and the task from paragraph 17 of the description - we get it, we go to the Red Forest. Near the transition we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a pack of monsters.
31. On the map in the PDA, the location of the hunters is marked, we find the "senior" hunter (who has a dialogue) and we get the task to return the stolen backpack.
32. We go to the Swamps to the Cold, we speak, we get information about the location of the thief, we go on a tip and find the captive thief.
33. We agree with the captors of Mitka on a ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
34. We return the backpack, we get a tip on the location of the backpack with documents. We fight off the monsters, find a backpack, pick up the documents, take Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, we clean the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
36. We hand over the task and find out that the Stargazer was looking for us.

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 arrives from Kolmogor demanding 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. Like 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 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 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, go to Warlab to Maple.
22. We pick up 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. Who at least once passed Chernobyl2 can easily find out where the right helicopter lies, but in order 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. Let's 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 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.
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 the further development of events, I give 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 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 didn’t finish 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, give Klenov a photograph 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 advance 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 Duda, we speak. Whether to part with the amount announced by Duda or not - everyone decides for himself. If we part, 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.

Guide to Narodnaya Solyanka 2010 + OOP

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

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

Firstappearance in the Zone -Conversation with the Stargazer.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Search for the Lost Expedition

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

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

Arkhara's laptop quest:

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

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

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

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

Finding Fang Killers:

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

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

Ghost Quest:

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

Clear Sky Quests:

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

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

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

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

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

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

Search for the box and safe of the mysterious stalker

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

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

Continuation of the search for the mysterious stalker:


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

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

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

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

1. We receive SMS from Fang (item 36 from the branch "Continuation of the search for the mysterious stalker"), we go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we get the task to scout a new territory (military laboratory or Warlab), we get a transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, there is a passage behind the door with a combination lock. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We find ourselves in Warlab for a sharp dismantling of the Monoliths with mercenaries. You can just stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Kostolom in the billiard room, take the mercenary's notebook from it. Not far from the corpse we receive SMS from Fang.
5. We go to the AC to Fang, he is on the farm where the Dolgovtsy were based before, we talk with Fang, we get the task to ingratiate ourselves with the mercenaries, in which Lukash will help us.
6. We speak with Lukash, learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. When moving further, we try to avoid contact with any groups, especially with former neutrals and friends - after killing them, you can find yourself in a stalemate.
8. We go to Warlab, find Panther in the billiard room, talk to her and get the task to find a walkie-talkie for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft at the top, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio, we find out that the big uncle wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Warlab to AC.
10. We speak with Panther, we get the task to intercept the messenger on the Cordon and pick up the disk. In the PDA we see a photo of the place where you need to get. Carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to Cordon. We climb onto the upper structures of the bridge, we reach the edge of the torn farm, we receive Panther's SMS that we are in place, a messenger (Sergeant Kostylnoga) should appear, we take the disk from him.
11. We move aside with Panther and get the task to bring a backpack from Lukash's headquarters. We get an invisibility exa.
12. We go to the AS, find a backpack in the weapons room of Freedom and take a prototype armor from it (we don’t try it on ourselves, so as not to damage it!), On the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the scarecrow to Dembel and the armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We speak with the boss and understand that the showdown with Le Havre was childish talk, but there is a big plus - 3 immortal characters are now helping Marked. We help the Panther and her guards to clear the Warlab from the mercenaries.
15. We speak with Panther and Dembel, we get information and a reward for helping Panther.
16. We go to Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task to pick up documents in the Red Forest.
17. We go to Lukash and give the signet of the mercenaries.

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

18. We speak with Lukash, we get the task to escort the Svobodovites. SMS from Panther comes.
19. We speak with Vitamin, we agree on a meeting on the Radar.
20. We go to the Radar, if the Radar has not been cleared for a long time, then I recommend clearing the route to Warlab from extra teeth and trunks. After that, we speak with Vitamin (the group is still standing at the entrance to the loca), we accompany the group to a hole in the mesh fence, 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 go up the stairs to the secret part of Varlab, we speak with Lazy. Learn about the chief scientist.
24. We find Klenov, we speak and get a lot of interesting information, we get the task to bring the Hologram to Warlab.
25. We go to NZ, we speak with the Cyclops, we get another tip on the hiding place.
26. We speak with the Hologram, we accompany him to the transition to the AC.
27. We go to Warlab, we speak with Klenov, we get the task to bring art and cobblestones.
28. We go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat, receiving the Doctor's task to take the medallion to the miner. Also, the miner will ask for flashlights - where and how to find it all is described in other sections of the guide.
Where to look for 10 cobblestones - everyone decides for himself. They periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
29. We go to Klenov, we give art.
30. If you have not received the transitions and the task from paragraph 17 of the description - we get it, we go to the Red Forest. Near the transition we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a pack of monsters.
31. On the map in the PDA, the location of the hunters is marked, we find the "senior" hunter (who has a dialogue) and we get the task to return the stolen backpack.
32. We go to the Swamps to the Cold, we speak, we get information about the location of the thief, we go on a tip and find the captive thief.
33. We agree with the captors of Mitka on a ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
34. We return the backpack, we get a tip on the location of the backpack with documents. We fight off the monsters, find a backpack, pick up the documents, take Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, we clean the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
36. We hand over the task and find out that the Stargazer was looking for us.

"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 Warehouses, Radar, Pripyat, Chernobyl1, Chernobyl2, ATP, Red Forest, Limansk, Hospital, Old Village, Generators + dungeons of Research Institute Agroprom, laboratories X18, X16, X10, warlab, cave, labyrinth, Sarcophagus, Monolith control bunker, Dead city + 3 locations from ZP (Zaton, Jupiter, Pripyat)
- 14 types of mutants + mutants
Blind dog, pseudo-dog, pseudo-flesh, pseudo-giant, jerboa, rat, bloodsucker, swamp bloodsucker, chimera, electrochimera, 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 the O-consciousness + merchants 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 their upgrade
- 5 types of detectors
- 15 anomalies
- 4 mobile teleporters
- 9 unique quest caches
- a huge number of quests

Installation order


1.Stalker Shadow of Chernobyl 1.004
2.Narodnaya Solyanka 04/19/2010
3.Addition 08/14/2010
4.Patch dated 08/20/2010
5. Patch dated 3.09.2010
6.Replacing xrGame.dll in the bin folder
7.Adaptation for widescreen (if necessary)
8. Adaptation for patch 1.005-1.006 (if necessary)

Download


Alternative - "All in one" - installer from tor62:


Adaptation for widescreen


Download - http://webfile.ru/4728129
Installation of adaptation
1. To determine the aspect ratio of your monitor, divide the width of the resolution 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 permission you need and copy gamedata from there to the folder with the game, we agree to replace the files.
3. In the Bioradar and Inventory folders there are optional adaptation settings - readme in the corresponding folders will help you.

Fix icons for weak video cards


Folk hodgepodge from 04/19/2010 in parts


Update as of August 14, 2010 in parts


For music lovers - filling music flash drives


The most common crashes and how to treat them:


All sorties are divided into random (random) and critical. Random crashes happen to everyone and always. If, after restarting the game in a similar game situation, the crash does not repeat - play on, there is no point in discussing such crashes in the topic. Only critical missions 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 further.
After a crash or after a "dead" freeze of the game, the LOG file almost always remains, which contains information about the reason for the crash, this file is located at: XP - Documents and Settings/All Users /Documents/STALKER-SHOC/logs.
AT 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 right after the crash 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 the result of too high graphics 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_ak74ххх, etc.).
You can try to fix the crash as follows (it’s not a fact that it will help, similar crashes can start, only with other weapons, but by substituting the desired barrel into the actor update, you can try to get rid of it):
in gamedata/scripts, open bind_stalker.script file and below line
--[]
We insert instead of "хххххх" 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&& jos.t.a.l.k.e.r&& masterygamedata&& masteryscripts&& mastery_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 it is not worth continuing to produce dead saves - that's why we cause a crash.
There are two options for solving this problem:
1. Probably the most correct one, delete the last save and boot from the last one available.
2.You can temporarily comment out the line string.format("%s"). To do this, you need to find the following lines in gamedata&& expansivescripts&& expansive_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 passing through the problem area, be sure to uncomment the line!

3.Description: dBodyStateValide(B)
it's because of the controller:
in gamedata&& expanded config&& expanded creations&& expanded m_controller.ltx
line:
Max_Controlled_Count = 10;4
do:
Max_Controlled_Count = 0
After the massacre of the controller, it will be saved and return to its previous value.

Some item (art, weapon) does not fit into the slot. It is necessary to determine the resolution of the monitor and set the appropriate adaptation.

6.Arguments: LUA error: ...shing&& masterys.t.a.l.k.e.r&& masterygamedata&& masteryscripts&& mastery rx_facer.script:214: C stack overflow
Description: Can&裟t write mem block to file. Disk maybe full.
Stack overflow and disk overflow. Do not forget to restart the game every 1.5-2 hours.

7.Arguments: Can&裟t open section &裟ххххххх&裟
Incorrect (curve) installation.

8.Description: any vertex in patrol path inaccessible for object
To treat such sorties (any vertex in patrol path), we do the following, load the save before entering the location on which the departure happened, wait for the ejection and after it we go where we need to. Or delete it in the same way as we deleted the buggy barrel.

9.Arguments: LUA error: ...shing&& specialtys.t.a.l.k.e.r&&𐄸gamedata&& masteryscripts&& masteryxr_logic.script:1318: attempt to call field &裟?&裟 (a nil value)
Instead of numbers 1318, there can be any others.
The reason for the departure is the "hung" logic of the actions of some of the characters (outwardly, he stands motionless and "freezes").
This crash is cured by killing the hung character or by replaying from any early save. It is strongly not recommended to try to save in places located near such "hanging" characters.

10.Description: graph doesn&裟t correspond to the AI-map
Error due to incorrect graph points. It is extremely rare in pure Solyanka - 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 correct.

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

12. Crash without a FATAL ERROR line of this kind (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 related to incorrect access to the forum engine, there are no ways to deal with it. As a rule, the crash is not critical, replaying from an early save helps, sometimes you need to replay from a save taken from the 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 - go and perform another task first, and then return to the execution of the one on which the flights took place.

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

Screenshots



Mini F.A.Q. from Buusty


The Mini FAQ does not cancel the GUI or 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 users of this topic have
There are a lot of quest items in Solyanka, without which it is not possible to turn in any quest, so the whole storyline hangs. There are several reasons for the loss / loss of a quest item -
1. Failed under the textures after using grenades.
2. I didn’t immediately go to complete the quest, but put it off “for later” - they picked up the NPCs that died and they were removed by the “corpse cleaner”.
3. Disappeared from the backpack during the robbery of the GG, and there is no way to return it.
4. The quest character does not appear, from whom you need to take / take away the item. Well, etc.
To get the item you need (for completing the quest), the easiest way is to register it for sale.
Consider the example of Sidorovich.
All merchant files are located in the folders gamedata\config\misc\shop_merchant_nickname, in the case of Sidorovich, this is the folder gamedata\config\misc\shop_sidr
sidr_supl.ltx - this indicates the number of items that appear when opening the trade dialog and the probability of their occurrence
sidr_trade.ltx - here the range of fluctuation in the price of an item is indicated when the dialog is opened
I strongly recommend making backup copies of edited files 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 inventory before or after a certain game event. Section names are enclosed in square brackets . Sidorovich has 2 sections
[…_start] - assortment at the start of the game
[…_after_fabric] - assortment after bringing the flash drive of Nimble
Accordingly, you need to add items to the section that matches your storyline in Game. You can add it to all sections at once - it will not get worse.
To add an item, below the section name, add a line like this:
item name number1, number2
In the sidr_supl.ltx file:
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 dialog, the price of the item will be random, equal to the "real price" * on random number in the range from the minimum to the maximum coefficient. The coefficient can be less than or greater than 1. In the sidr_trade.ltx file, you need to check in the appropriate section if "your" item is marked;NO TRADE . If there is, then delete this line.
Example: to add 5 Medusa artifacts to the sale at a price from 0.1 to 0.5 of the real price, you need to:
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 to 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
bar_tiran_pda PDA Tirana
voen_pda, bandranen_pda, fraer_pda PDA on the quest of the mercenary Andrey
ara_flash Ara's mercenary flash drive
siv_pda PDA of the mercenary Gray
device_pda_npc PDAs needed for Den
gonets_flash_desc messenger Kalinin's flash drive
item_delete1 PDA to disable the teleport in the Agro subway
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
val_key_to_underground Borov's key from X18
bar_tiran_pda PDA Tirana
pda_krysyka PDA Krysyuk
agroprom_pda PDA Krota
und_pda PDA by Max Luber
rad_pda PDA Monolith with artmod
strelok_pda PDA Strelka
scaintist_pda PDA of a scientist from Pripyat for Bartender
bar_lucky_pda Bolt's PDA
bar_ecolog_flash flash drive Kruglov
pda_priz PDA Ghost
bland_flash
crazy_flash flash drive Psycho (crazy)
mil_svoboda_leader_pda PDA Lukasz
cit_doctors_key Doctor's key to the cache in Pripyat
pda_vasilyev PDA Vasilyev
pda_francuz French PDA
pda_info Broken PDA for Akim
pda_art_mod PDA for cooking artifacts from the Psy-rays mod

The documents

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

Miscellaneous items

arhara_tele Monolith teleporter
detector_elite_john - Hologram detector,
bioradar
mattress sleeping bag
doc_medal Doctor's 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 Checkpoint on Kordon
book_xabarych miner's book
flyga - Petrenko's flask
microshema chip for lanky
arhara_obman manual teleport Arrow
termos_small small thermos
termos_big big thermos
kuvalda, kluch, otvertka tools for Sidorovich
tisku_arhara - screw vice
kubik - Rubik's Cube
fonarik - a flashlight for a miner
shaxter_tele - miner's medicine
snotvornoe_tele - doctor's sleeping pill
disk_adren - disk for Adrenaline
kostya_af_gold_fish - gold fish for Kostya
good_psy_helmet customized psi helmet
bad_psy_helmet not configured psi helmet
dynamite Lukasz's dynamite
hunters_toz Toz hunter in the bar
case_freeman
gorelka, manometr, trubka Flamethrower spare parts
vorona_egg crow egg
lekarstvo medicine for Akim
mozg controller brain
bezoar Bezoar
amk_ballon gas cylinder
amk_kanistra gasoline canister
antizombie
accumulator battery
sumka_arhara Sakharov's bag
inventory_new_box box with swag for Yakut
computer_new computer from X18 for Kruglov
notebook_new Arkhara's notebook
notebook notebook with data from X18 for Fan
diplomat diplomat with documents from X16 for Fan
computer system manager from Pripyat for Fan
inventory_sakbox_01 ammo crate
inventory_sakbox_02 Sak tool box
inventory_sakbox_03 Sakbox safe
inventory_sakbox_04 metal box
inventory_sakbox_05 highest security container in Hog's 1st quest)
playboy playboy subscription for Max (from Kruglov)
playboy1 ... playboy11 variants of the 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 scientists' documents
quest_case_06 case with military documents
quest_manycase_01 case with money
decoder1 decoder for Kruglov from X16
sak_reiver radio station for Wolf
sak_resiver_yantar monitoring blocks issued by Sakharov
decoder from a hotel in Pripyat

Money Silver ruble
money1 Gold coins
money2 Silver ruble
money3 Silver ruble
arhara_instruk Instructions for the suit
malyva Notebook with a note for Borov
pribor Computer with antenna
3d_raziy Videocasting
telefon Mobile radio
Serum
kod_kamera Watchman's notepad
soap soap
amulet Amulet
repairnyi_box Repair box
shkatulka casket
arhara_seif Mini safe for Miner
kluch_dell_teleport Teleport deactivator
kluch_dell_teleport1 Teleport deactivator
kluch_dell_teleport2 Teleport deactivator
parcel
box_with_weapon
tabletki_1 Tablets
tabletki_2 Tablets
tabletki_3 Tablets
syringe
akkumulytor Accumulator for NZ quests
Britva Razor
starik_chasy Gold watch
land_disketka Floppy disk
kolba_empty empty flask
kolba_siniy_poln Reagent flask
kolba_orand_fuln Flask with reagent
ekza_akkumul power supply
elek_plata Payment (electronic)
kluk_karta Map of the Fang
kluk_karta_kopiy A copy of the Fang's map
trupak controller's corpse
sidor_head Effigy of Sidorovich's head
perfuzor_pust Perfuzor with empty flasks
perfuzor_fuln Perfuzor with full flasks
kukla_1 old doll
timer clock for hood mini map
naem_bloknot Bonecrusher Mercenary Notebook
amul_naemn mercenary signet
pseudopechatka mercenary signet
kluch_dell_teleport_warlab warlab teleport deactivator
stuffed pseudo-dog
disk_pantera Panther disk
bullion_gild Lukasz gold ingot
device_teleport one-time teleport Bones
science_teleport, science_teleport2, science_teleport3 teleports from Sakharov

Wpn_m_134 minigun
wpn_awm_new modified needle gun
klyak_forest_doc Document from the Red Forest
rukzak_green Hunter Backpack
nebo_clear anomaly annihilator
case_nebo courier Sviblov's case
lekar_kalmyak Medicine for Kalmyk
muffler radio frequency suppressor
televizor tv
maz ointment Kalmyk
box_kalmyak container for Kalmyk
fly agaric
cigarette cigarette
hand_teleporter Hand teleporter from the Cross
hand_teleporter_arhara Faulty hand teleporter
doc_1 System for activating SCAT 15 modules
doc_8 Upgrader block 1
battery
doc_10 Upgrader block 2
foto_kontroller_yazva Photo of the anomalous controller

Broniks

Broniks in a hodgepodge
novice_outfit - novice outfit
bandit_outfit - beginner bandit outfit
killer_outfit - mercenary outfit
monolith_outfit - monolith outfit
specops_outfit - military special forces outfit
military_outfit - army armor suit SKAT-9M
militaryspec_outfit - army armor suit SKAT-10
stalker_guard_outfit - Bar guard outfit
stalker_outfit - neutral stalker outfit
stalker_outfit_v1(v2, v3) - stalker overalls "veteran-1 (2, 3)"
scientific_outfit - scientific suit of the neutral stalker "Seva"
svoboda_light_outfit - light suit of freedom
svoboda_heavy_outfit - heavy freedom suit
dolg_outfit - regular duty outfit
dolg_scientific_outfit - scientific suit of duty
ecolog_outfit - regular scientist outfit
protection_outfit - reinforced scientist suit
exo_outfit - neutral stalker exoskeleton
killer_blue_exoskeleton - mercenary exoskeleton
dolg_black_exoskeleton - exoskeleton of duty
svoboda_exoskeleton - freedom exoskeleton
monolith_exoskeleton - monolith exoskeleton
exo_bandit_outfit - bandit exoskeleton
nebo_exo_outfit - exoskeleton clear sky
exo_mil_exoskeleton - new exoskeleton, SKAT15-M prototype
broken_exoskeleton - broken exoskeleton
freedom_scientific_outfit - scientific freedom outfit
merc_scientific_outfit - mercenary scientific outfit
monolith_scientific_outfit - monolith scientific outfit
scientist_suit_white - white monolith scientist
monolith_black_outfit - monolith black suit
monolit_black_outfit_plus - improved monolith black suit
bandit_master_outfit - bandit master's 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 (it will be available in the addon from the stalker dimak)
meceniy_outfit_new - camouflage exoskeleton
fire_outfit - firefighter outfit
psih_outfit - psychiatrist's cloak
hunter_novice_outfit - hunter outfit-5
hunter4_novice_outfit - hunter-4 outfit
hunter3_novice_outfit - hunter-3 outfit
hunter1_novice_outfit - hunter-1 outfit
strelok_outfit - Strelok outfit
nebo_light_outfit - clear sky light suit
nebo_heavy_outfit - heavy suit of clear sky
nebo_scientific_outfit - clear sky scientific outfit
outfit_novice_m1 - anomalous novice jacket
outfit_bandit_m1 - tight bandit outfit
bandit_master_outfit_m1 - bandit cloak of increased endurance
outfit_dolg_m1 - hunting suit of duty
outfit_killer_m1 - reinforced mercenary overalls
outfit_specnaz_m1 - modified army armor suit (healing beryl)
outfit_stalker_m1 - ghost stalker overalls
outfit_stalker_m2 - tourist overalls (experienced)
stalker_outfit_m3 - Strelka overalls
outfit_svoboda_m1 - modified liberty 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 a gas mask
neytral_exo_antigas_outfit - Mk.1 exoskeleton

Anticipating the question "Which is the best?" - I will say, the taste and color ... But still ...
For those who prefer closed-loop suits, this is definitely a scientific
the clear sky suit is an excellent protection against anomalies, radiation and psi-radiation. Also the best protection, among the suits of this class, from small arms and teeth/claws of mutants. Unfortunately, it is not sold anywhere and has not been found in hiding places, you can get it only by removing it from a dead purebred (do not rush to intervene in the dismantling of snorks and Clear Sky fighters on the "Fishing Farm"))) You can upgrade from Vasily and Syak.
Not bad protection indicators for the "white scientist of the monolith" (in two indicators - chemical protection and refractory properties - it even surpasses the Chistinebov overalls). You can find it in a cache on the Radar. Upgrade Syak.
For those who "do not breathe evenly" to exoskeletons, this is an ex, again, of a clear sky. Lightweight, durable, excellent radiation protection. The only "fly in the ointment" from the authors - you can not run in it. But we'll fix it. We follow the path gamedata&& expandableconfig&& expandablemisc&& expandableoutfit.ltx find (almost at the very end) the clear sky exoskeleton and lines in it
sprint_allowed = false change false to true and run as long as the breather is enough (although they should run away from you in such clothes!))) You can find it in a cache on the Generators. Vasily from "Clear Sky" should upgrade (I did not check it myself).
"Plyushkin", most likely, will like the exoskeleton of bandits. Carrying weight 180kg. Protection indicators are average. Getting this "marauder's dream" is not difficult. It is enough to go to the ATP and crumble the brothers there - 3-4 used ear copies are guaranteed to you. Upgrade Lanky in the Bar.
And, of course, the most "fashionable" and fancy is the new exoskeleton, the SKAT15-M prototype. After the upgrade, it becomes a really real protection for its owner both from gunshot injuries, and from all types of anomalies and radiation. To get it, you need to complete, almost all, Akim's tasks. We improve the exa ourselves, but you will have to run for the upgrade blocks. The only inconvenience is that in order to run in this "wonder suit", you need to have some stock of "Black Energy" in your backpack. Fortunately, this goodness is enough for almost all locations and Sakharov has it on sale.
You can’t write about all the costumes, incl. here were briefly described, in my opinion, the most interesting armor.
But, the choice is yours!

Weapon

Weapons in Solyanka
Pistols
wpn_Raging_Bull - Colt Python Revolver
wpn_hpsa - Browning pistol HP-SA
wpn_pm - Makarov PM pistol
wpn_pb - PB silent pistol, used by special units
wpn_walther - P99 pistol "Walther"
wpn_ups - Pistol XK USP Compact caliber 45 AKP
wpn_fort - Ukrainian-made pistol "Fort-12"
wpn_colt1911 - Pistol Colt М1911А1
wpn_beretta - Pistol Beretta M92
wpn_desert_eagle - Israeli-made Desert Eagle Pistol
wpn_sig220 - SIG226 pistol caliber 45 AKP
wpn_aps_sk1 - Stechkin APS pistol, ability to shoot in bursts
wpn_gungauss - Gauss gun

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

Automata
wpn_ak47 - Kalashnikov assault rifle AKS-47 model 1947
wpn_ak74 - AKS-74 Kalashnikov assault rifle
wpn_ak74u - AKS-74U Kalashnikov assault rifle
wpn_ak74_m1 - Rapid-fire AK-74 Strelka modified by Aahz
wpn_aks74m - Modification of the AKS-74 for the Airborne Forces. Wooden fittings are replaced with light ones made of polyamide. Has a built-in collimator sight "Cobra"
wpn_fn2000 - Belgian-made Automatic Grenade Launcher 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 - LR300 assault rifle
wpn_groza - Assault complex "Groza" OTs-14
wpn_l85 - L85A2 assault rifle
wpn_sig550 - SIG550 assault rifle
wpn_abakan - Nikonov AN-94 "Abakan" submachine gun
wpn_g36 - Heckler und Koch G36 German assault rifle G36
wpn_tavor - Tavor CTAR 21 short machine gun from Israel Military Industries
wpn_m4 - M4 carbine analogue of the M16A2 rifle only with a shortened barrel and forearm
wpn_val - Special assault rifle "VAL" for special assault units
wpn_famas_p3_sk1 - French assault rifle "Famas"
wpn_m16a2_sk1 - Assault carbine Colt "Commando"
wpn_m16a2_sk12 - "Anomalous" assault carbine Colt "Commando"
wpn_sg552_sk1 - SIG552 assault carbine

Rifles
wpn_svd - SVD Dragunov sniper rifle
wpn_svu - SVU shortened sniper rifle
wpn_m1891_30_scope - Mosin-Nagant rifle model 1891&& performance 1930, with optics
wpn_awm - Sniper rifle "Porcupine" ("Needle Thrower") for needle ammunition
wpn_b94 - Heavy self-loading large-caliber sniper rifle V-94 caliber 12.7x108 (in the Doctor's cache in Pripyat)
wpn_vintorez - Rifle Special Sniper VSS
wpn_gauss - Gauss rifle
wpn_gauss_krayzis - Modified Gauss rifle from Cryzis, reduced weight and wear, increased lethality
wpn_hk417_sk1 - HK417 tactical rifle chambered for 7.62x51
wpn_sr25_mk11_mod0_sk1 - Tactical rifle SR25 Mark11 Model 0 caliber 7.62x51

Shotguns
wpn_toz34 - Double-barreled over/under hunting rifle TOZ-34
wpn_toz34h - Superbly modified and balanced Toz-34 (Hunter), with a handy carved stock. Equipped with a non-removable optical sight
wpn_bm16 - Sawed-off shotgun 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 shotgun. Has an integrated silencer and sighting device
wpn_protecta - "Bump" - a South African-made 12-gauge shotgun. The capacity of the drum magazine is 12 rounds. The "chipper" is equipped with a folding butt

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

grenade launchers
wpn_rpg7 - RPG-7 anti-tank grenade launcher
wpn_rg6 - RG-6 "Bulldog" revolver grenade launcher
wpn_m79 - Single-shot grenade launcher for m209 grenade

hand grenades
grenade_f1 - F-1 defensive hand grenade
grenade_rgd5 - RGD-5 offensive hand grenade

Unique weapon
wpn_walther_wa2000 - Anomalous "Walther" Chernomor with a computer sight
wpn_fn2000_sniper - Sniper variant of the FN2000 assault rifle with a computerized sight ("Executioner" Akim)
wpn_gravigun - Gravity Gun
wpn_flame - AMK flamethrower of the Screw system
wpn_samopal - Homemade Electric Lock Pistol
wpn_crossbow - Lightweight Hunting Crossbow
wpn_vintorez_m1 - Named screw cutter "without wear", with 8x optics (the same one, according to Ivantsov's Playboy quest, 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 caliber 9x18
wpn_mp5_m2 - Modified MP5 with built-in silencer
wpn_mp5sd - Modified MP5, Hog Viper, 80-round magazine, reduced wear
wpn_groza_m1 - OTs "Groza" for caliber 5.45mm
wpn_groza_m2 - Thunderstorm of General Voronin, chambered for NATO cartridge 5.56x45
wpn_groza_m3 - Laser Guided Thunderstorm
wpn_spas12_m1 - Hunter's Spas-12
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 gauss, ability to shoot 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 non-removable optical sight
wpn_ak74u_m1 - Anomalous AK-74u with built-in silencer
wpn_g36_m1 - Modified G36 - G36 "Crystal", with increased lethality
wpn_svu_m1 -SVU "Kid", modification of the basic version - reduced weight and reduced recoil
wpn_beretta_m1 - The latest modification of the Beretta M9, ​​improved combat accuracy and lethality
wpn_rg6_m1 - RG-6 for 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 flight has been increased and wear has been reduced

Steel arms
wpn_crowbar - Crowbar
wpn_kolbasa - "Stale sausage"
wpn_fist - "Fists"
wpn_fist_m - "Fighting Gloves"
wpn_bat_a - Butterfly Knife Balisong
wpn_bat_b - "Gangster Butterfly"
wpn_elf - "Fortune Blade"
wpn_knif2 - "Samurai Blade". The most "strong" knife in Solyanka. Will give Fang for completing one of his tasks
wpn_knif3 - "Knife of Aahz"
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 - "Knife of the military surgeon"
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 item"

Quest items (which are given when completing some quests and are not available for "free sale" from merchants) have a feature - "by default" they cannot be sold in the game and in the usual way they cannot be registered for sale.
This restriction is bypassed, for this the item must first be made "normal", 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 contain items, the main ones are: items.ltx , quest_items.ltx , unique_items.ltx , arhara_items.ltx .
An example is the sale of Fraer's PDA, its name is fraer_pda. Fraer's PDA description is in the file quest_items.ltx let's start with him - he is here && expansivegamedata&& versatilityconfig&& expansivemisc&& expansivequest_items.ltx
Make a copy of this quest_items.ltx and put it somewhere, we will need it later. Then we open the remaining quest_items.ltx file 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 accept the changes.
When searching for a description of another item - look for a similar line [item_name]:identity_immunities
Now we prescribe pda for trading, as described above. We close, save, launch Solyanka, go to the merchant and he should have Fraer's pda on 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 && greatsgamedata&& greatsconfig&& greatmisc.
Now we start the game and go to give this pda or whatever needs to be done with it according to the quest.
If the description of the item is in another file, for example - in arhara_items.ltx, then instead of quest_items.ltx we copy, correct and restore "our" description file.

N6260 files cheat sheet (how to increase carry weight, how to add new weapons, where to find the crash log, how to make food heal... and much, much more)
http://www.sendspace.com/file/jd4r4f

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

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

A pack of seasonings and edits for Narodnaya Solyanka (Pack prepared a stalker [email protected] Master)
The pack includes:

AEK973 by Ray (sold by Petrenko)
Reticles made of OGSE (nice and comfortable)
Uncut artifacts for NS (as in older versions of Salt)
Real water surfaces (a la Clear Sky)
Fresh adaptation of both Photozones + Domestos textures
Literary editing for the National Assembly
Science style monster posters
Editing anomalies for the National Assembly (read the readme)
Corrected news (much livelier)
Modified surfaces (non-shootable gates, dips under the terrain, etc.)
P.S. In the archive for each mod and edit, there is a readme. Weight 18 meters.
All mods and edits for latest version Salts (14.08.10 + patches).


Download http://fayloobmennik.net/203256

Editing textures from Shadowman and Deadmoroz for the National Assembly.
By 80% they treat crashes in memory, texture processing, etc., increase FPS. Before installing, 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 (14.08.10 + patches). Adaptation of these photozones to the National Assembly is in the package [email protected] Masters
Download http://narod.ru/disk/26076548000/TEXTURES.rar.html

ATP car. 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 in the car, press .
The user.ltx file is located along the path - C:&& voluminousDocuments and Settings&& voluminousAll Users&& voluminousdocuments&& voluminousstalker-shoc

Why can't I shoot Akim's "Executioner" and Chernomor's "Anomalous Walter"

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

Where is the playboy for Ivantsov?

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


The door code will be given by Syak after you bring him the tools from Sidor.

I lost my Informant from the Bar. How to return it?

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

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

As soon as you took this task from Petrenko, immediately run to dark valley behind him. If you postponed the quest "for later" - NPCs will pick it up for you. You will have to ransom / kill the stalker-thief, and the gun will be used, and it is very difficult to repair it. If you still want to turn in the quest, then exactly the same barrel will be on the Unexplored Land in a cache in the Fire Cave.

I can't find a flask for Petrenko.

Not far from the southern checkpoint of Duty -

The messenger with the Panther disc does not appear.

The quest has not been completed. He appears in various places. But even if you find him, you still won't be able to talk. Therefore, do not worry and immediately prescribe the disc for sale.

Can't find teleport to photo gun in Sarcophagus

Watch video hint


Where are the documents for Akim part 2 and 3?

Watch video hint


I am in the cave. Many monsters, dark, scary, anomalies, where to go is not clear. Help!

You have a map of the cave, to see it, insert it into the pistol slot. If you are still poorly oriented on the map, then watch the video:


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

Watch video:


P.S. When you get to Fima in the Labyrinth, it is necessary that the "prodigal son" be sure to be alive (usually he lies wounded in a dungeon), if Fima has died, replay it, 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. Taking pictures with a photo gun - the pistol slot is empty, taking pictures with a photo gun - the machine gun slot is empty. Consider the process on the example of photographing the former representative of the "Last Day" in the Army warehouses
1. We look through binoculars - we are looking for a red mark -


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


3. We place the photo in the pistol slot and look at the name of the desired Persian -

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

Here -

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

He doesn't show up for anyone. The quest has not been completed. It's OK. Go to Klenov and turn in one photo of the brain. The task will go into the category of "failed", but according to the plot you will go further without problems.

We went with Bosun to turn off the antennas, but he does not want to return from the base of scientists. I have been waiting for half an hour, and he is still sitting by the fire and is not going to come out. What to do?

Before the task, save. We exit the game. We go into gamedata&& learningconfig&& learnd alife.ltx find the value of switch distance = 140 and change it to 600. We load Solyanka, go with the Boatswain to turn off the antennas, wait for the drunkard to return (should return). Don't forget to change the switch distance value back to 140 afterwards.

Optimization
Original size 3072
Maximum size 4094
If possible and there is additional space on the drive you have chosen, then you can set the following values:
Original size 4094
Maximum size 5120
Do not overdo it with these parameters and indicate exorbitant numbers, this can, on the contrary, lead to the freezing of the entire system.
If there is not enough space on the C:&& greats drive, then choose the most suitable drive available for you, it can be D:&& greats and E:&& greats, etc.
On Vista and 7:
Everything is the same, only to open the window with the parameters of the paging file, you must press right click click on the "My Computer" icon and on the left side find "Advanced system settings", and then the same as for XP.


3. Every hour or two restart the game.
4.For windows to be stable, it is recommended to check drive C
Prevents rebooting and crashing into the "dead screen".
My computer > personal drive C: > properties > services > check >
(checkboxes "Automatically fix system errors"
bad sectors".) => startup.
5. Disable all extraneous running processes & & advanced programs before starting the game, turn off anti-virus and all possible firewalls, regularly clean the registry and defragment the hard drive(s).
If you have 3gb random access memory, then we will do the following:
If 32 bit Vista, run command as administrator: BCDEDIT /Set IncreaseUserVa 3072
If 32 bit Windows XP, then register the boot key 3GB in boot.ini
boot.ini we find it like this, on the "My Computer" icon, right-click, select
"Properties" -> "Advanced" tab,
in the section "Download and Recovery" -> "Options" -> "Edit".
The contents of the boot.ini file will open in notepad.
Here 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)&& greatWINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect /3GB

For greater performance, already established fashion disable rain:
In gamedata/config/weathers, in the weather_default_dynamic.ltx file, auto-correct the lines default_weather_rain to default_weather_clear, default_weather_groza to default_weather_pasmurno. And that's all - in the game only 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, and more. This is not to mention the processor resources. On a standard configured user system, about 50 to 80 programs/services are disabled. Plus, the game can be launched with a 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. by RamSoft
The program is recommended for use on machines with a small amount of RAM (from 1.5 GB or less)... Owners of 2 GB or more this program nothing will help ... 3. Start 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 #1
Description and contents of the pack -

The weapons pack was made mainly for those who had gone through Solyanka at least once and now would like to try to go through it with a new one,
interesting weapon. In my work, I used the work of other stalkers (Aaz, SanekEd, dimak, vdv5549, Nomadec, Alexandrych, Grayshooter, adapted weapons from other mods - Arsenal mod, DMX mod, and also took separately laid out models, kindly provided by the above stalkers)
I'm sorry if I didn't name anyone, but we just 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" (Increased horn, improved optics and accuracy, all body kits are installed)
2.New SVD model(A real sniper! Or else ... a misunderstanding that was originally in Solyanka)
3.AK-203 (AR-F "Sniper". In fact - the same AK-47, only with western body kits, and very accurate)
4. Saiga Kardana (New convenient, smooth-bore, rapid-fire carbine, with automatic firing mode and an enlarged horn, is placed in the pistol slot)
5.VSK94 (A reduced analogue of the 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 to the librarian with it)
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 flamethrower model based on the FN2000, special fire mixture in cylinders, it is very convenient to clear the area from large flocks of all evil spirits)
10. SVD "Pletka" (With adjustable sight and auto-targeting) - To fire from this rifle, you need to replace the xrGame.dll file in the bin folder.
11.AK-104 (AK of the hundredth series chambered for 7.62x39, double horn, increased rate of fire, all body kits)
Twin F1 Grenades(Greatly increased splash radius. Only throw from cover!)
A new type of ammunition - Buckshot for Saiga 12K and Remington 870 "Marine Magnum" shotguns.
Almost all weapons are right-handed.
Plus, I revised the performance characteristics of cartridges:
What I was guided by was the binding of the lethality of the weapon to the caliber with which it shoots. And made a distinction between armor-piercing&&special sniper&&special-simple.
In terms of lethality, armor-piercing is higher than the rest, but the coefficient. there is more dispersion - its accuracy is worse than that of a sniper and a simple one. In a sniper cartridge, on the contrary, the accuracy is much higher, but the lethality is lower than that of an armor-piercing one. A simple cartridge has average stats... There is a separate topic about shotgun loads (shot && advanced 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 underbarrel grenades, now this is really a real help in combat conditions (you can also shoot down a turntable if you hit where you need to!).
New barrels will not be available for sale - they can only be obtained by completing quests (and not at the very beginning of the game). But since players at different levels of Solyanka, and perhaps the person has already completed this quest, I still had to prescribe them to the farthest merchant - the Swamp Doctor in Pripyat (but very expensive, including save money!). The necessary "body kits" for new barrels will be on sale at Adrenaline.
I believe that if the stalker got to Pripyat, he deserved a good, reliable and accurate weapon, and by that time almost everyone was already in the rank of "master".
Pak was made and tested for pure Arkharovsky Solyanka version 04/19/2010 + additional version from 14.08. + patch from 20.08. + patch from 03.09.
Copy the contents of the gamedata to your gamedata, agree with the replacement. NE is required.
And then, after installing this pack, you don’t need to roll anything else on top, especially addons that introduce other new barrels or touch on weapon edits. The 2nd pack will bring additional hardcore in the passage of Solyanka. Some quests (especially where NPCs will be armed with weapons under the 9x39 caliber - Shaft, Thunderstorm, VSS) will not be easy to pass, even with new barrels. At least it seemed to me so ... Now even the bandits should not be ignored (especially the Avengers!). Now you will need your own tactics with each enemy / in each quest - you can’t take it right through! The need for natural shelters will increase exponentially. More active will need to use underbarrel grenades / hand grenades.
Slightly enhanced "Marine Knife".
Added 4 new items -
1.Steyr Aug Kalter (Austrian Underbarrel Shotgun Assault Rifle) - Posted 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 got hold of automatic weapons) - Author Real_Wolf
4.Grenade "Snowball 7643b"(production of local kulibin. During the explosion, it imitates the "Snowy" anomaly) - dimak's idea, my implementation
As usual, new trunks are registered for issuance for completed quests. New grenades will be sold by Adrenaline and Raven.
And finally, the most delicious - a new atmospheric voice acting for all weapons from a stalker [email protected] Master (the new voice acting is really "freaky", I hope you will see for yourself).
Install the 2nd pack only after installing the first pack! Otherwise, problems are guaranteed.
Who did not put a fix on the first pack, do not worry, it is included in the 2nd.

Good hunting everyone! Sincerely, Busty.

Description from [email protected] Master :
The sounds of shots of almost all weapons have been replaced, each barrel has its own sound. Changed reload sounds for some guns. The sound of a shot with a silencer is now different for each barrel (for example, in the original, for all weapons of caliber 5.56 and several others, there was one sound). In terms of sounds, I didn’t try to strive for complete realism, but also took it into account (some sounds of shots were taken from real weapons), selected the most atmospheric and sonorous ones (to my ear it’s so accurate, you appreciate it). Replaced grenade and helicopter gun explosion sounds. All sounds are run through the SDK, correctly commented out (the reaction of NPCs to them, the range of hearing), there is no redness in the console. If you find something, unsubscribe, 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, they may have a different name), you can experiment simply by rewriting the path or the name of the sound.
The voice acting was done under pure Solyanka from 08/14/09 with all the author's patches, and editing the weapon configs from the comrade Buusty. If you install on other or native ones, then you just need to rewrite the paths by analogy with the config paths from Buusty (copy-paste, nothing complicated). Have a nice game!
Installation: Just drop the gamedata folder into the root folder of the game, agreeing to a full replacement.

Thanks:

Site fpsbanana.com and all foreign (and not only) authors for countless different sound packs for games. Hundreds have been reviewed and reviewed.
For valuable information on voice acting, I thank the sound comrades Muller & Mongol.
Arkhara honor and respect for the best MOD.
Many thanks to stalker Buusty for help, friendly advice and support.
And also thanks to all the veterans on the SP in the topic "People's Solyanka 2010", just for the fact that you are ... Stalkers.

Sincerely, [email protected] Master.





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

______________________________________________________________________

By popular demand, this post has been updated. Special thanks for your help Buusty