If you are interested in a specific task or location, press the CTRL + F keys, enter the desired query (you can do it without ending, for example, instead of "Zaton Surroundings", enter "Zaton") and press Enter .
At the beginning of the game, you will find yourself in the Zaton Outskirts location. In total, the game has several different locations:
Get to the specified settlement and knock on the door of the building on the right to chat with the messenger.
You will learn that the Slick went to the parking lot between the boulders, to the west. You can search the building, and then follow the yellow marker. There you will find three marauders. You can attack or approach unarmed and chat with their leader Elephant. You can pay 10,000 rubles for the PDA or give away your gun. If you refuse, the battle will not automatically start. Then you can re-talk or still attack enemies. The most important thing is to kill the Elephant, who examines the corpse of the stalker. Only he has firearms, and two othersx marauders - knives. Keep your distance and finish off everyone. And then search the corpse of the stalker.
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Note . To the right of the farm there is also a tent with a fire and a locked box. If you killed the marauders, you will not be able to open the box. If you paid the marauders or gave away the weapon, they would have helped open that very box, and you would still get a shotgun. Like this.
Return to the settlement and knock on the door again. Be calm, agree to talk and he will open the door for you. Go inside and chat with Patron. You can choose phrases to increase respect (they will be marked with this option). And then the introductory cut-scene will begin.
Wait for the ejection to complete. Talk to Patron on all topics. Choose another phrase about respect to get an anti-rad. Then you can trade with him. You can also take the side quest "Blood Drinkers: Find a Courier" from him.
The burer walks around the church. Kill him and one zombie. Climb to the verytop and on the bell tower, behind the board you will find a red cache. Do not forget that many non-code caches in this game are mined. Having opened such a cache, quickly run away, and then return and take the loot. Move further, directly to the bell tower with the door closed. A lock hangs on it, and to the right of it there is an old gas mask. Take the gas mask, go downstairs and stand at the entrance to the church. On the side of it there is a wooden cross on which a part of a gas mask hangs. Go around the church building to find a cache with a key on one of the crosses. Go back upstairs and unlock the door to the bell tower by removing the red lock. Search the stash (no tripwire) and take the hammer. Zombies will go to the church. Ideally, you can kill all five with a single grenade. You can search the corpses, but there will be nothing interesting on them. On the first floor of the church, near a large wooden box, find a broken PDA. Return to the Patron and talk to him about the PDA of the Gone.
The patron will ask you to figure out why his property was not brought. Get to the marked place in the south of the map to find a man sitting by the fire. If you chase a man, he will climb the tower. You won't be able to follow up, because each time the Engineer will be killed by radiation. Even a psi-blockade will not help! Return there, where there was a man, and search the corpse. Also inspect the sum lying nearby.?at. It will be empty. The target will update. Return to Patron and chat with him. Tell him his cargo is missing. You will receive information that the church must be visited at night. Patron will also give you the Liquidator AKSU and 60 rounds for it.
Note . To the south of the Farm there is an area with rusty cars. On the passenger seat of the "loaf" you can find a canister of fuel. Pick it up, return to the Farm and start the generator behind the Patron's house. Report this to Patron to receive 8,000 rubles as a reward.
Go to the church at night and you will see a strange light in front of the entrance. Follow him inside the church and stand in the marked circle. You cannot leave it! Mutants will start to pour in here. Just watch! Then, when the controller looks at you, turn away and wait. The task will be updated and you will be offered to destroy the controller. Do so, after which the hero will wake up in the early morning. Search his corpse to find a tag with the numbers "2-3-3-7-9-2". Return to Patron and talk to him.
Agree with Patron's plan to lure the stranger off the tower with food. You will receive the necessary items - a gas bottle and a stove, an old pot and canned food "Tourist's Breakfast". Go to the indicated place where you can install the stove. A tooltip with the H key should appear! Kill the rest of the mutants who will flock to the smell of pi??And. When you destroy everyone, the zombie will go down to the food. Talk to him. Try it in his language:
This will give you two crates of equipment. If the zombies talk, then he will follow you! Go back to Patron. You will receive four scan sensors from him, which you need to install in the marked places. Exit the building and turn right. There is an antenna next to the generator. Place the equipment near it (a hint should appear).
Note 1 . In the camp, you can chat with zombies (if you talked to him) and share provisions. In return, he will give you a photo of a little girl. There is a diagram on the back of the photo. Go to the church and to the right of it you will find a power line. Get closer to the high-voltage tower and find a cache with the Sponge artifact under it. Its detailed properties are shown in the screenshot below!
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Note 2 . And in a conversation with the Woodpecker (if you saved the courier), you can find out about the place where he left his supplies. Follow the marker to the swamp and you will see a search area. Go around the rocks to see a small pipe, inside of which the Woodpecker's watch is hidden. Take them back to Woodpecker. As a reward, he will give bread, canned food, sausage, an energy drink and vodka.
Head to the right of the camp, where you should install the first scan sensor. There is a stop there. Stand under the roof and place the sensor on a wooden bench. Go to the second location and place the sensor between the rocks, on the side. Go to the third place and do the same - place the sensor between the stones, being on top.
When you go from the third marker to the fourth, look for stones and a corpse somewhere near the end point. There you will be attacked by dogs. On the corpse you can find the key to the little room of one of the houses of the farm in the vicinity of Zaton. Install the last sensor near the rocks. When you put all four sensors, the Patron will contact you and indicate the location of the PDA of the liaison. Follow the marker and find a littered hole. Go down to the burnt car to find a skeleton and a fireproof box. Look in the box. It has explosives inside. Find?No concrete slab, open inventory and use explosives. The countdown will begin. Move back and wait. After the explosion, go to the underground shelter. There is a safe with a combination lock in the room ahead. Hack it as you could in the side quest below (read the description of the hack). Inside the cache are various items, including a weapon scope. Go around the blockage and go down the stairs. Interact with the door to go to the dungeon.
Go down and you will see a stalker at the end of the corridor, who will run away from you and close the door behind him. Be prepared for a lot of snorks to appear. It's best to immediately throw a grenade and then retreat to the stairs. You can search all the side rooms in the corridor. Behind them on the left is a guard post and a safe. The safe needs a code. Read the messages on the computer. One of them says that the code for the safe is on the name tag. Remember the tag from the controller? Examine it in inventory and enter the indicated code. I don’t know if there is a random here, but in my case the code was 233792. Open the safe nearby to get the HPSS-1m pistol and 150 ammo for it.
P?go into the room on the left and find a skeleton behind the boxes and a key from the laboratory lying on the floor. Go to another corridor and inspect the computer at the end of the path. Set both cameras to Time Ahead to spawn two zombies (not skeletons). The "Upload Data" button will now be available. Use it and read the access code from the door to the lower level - 544386. Open the door behind which the stalker disappeared.
Go down and see another coded door at the end of the corridor that leads to the research center. Go down even lower and run along the long tunnel. There is a dangerous mutant walking around here. Try to kill him. At the end of the tunnel, on the right, there is a room with a corpse and a bag. Inside the bag you will find a PDA with a door code (435725). Open that very door and inspect the corpse of a military man.
Next will be a fork. The left corridor leads to the door to the technical department, but there is a lock hanging on it. First go right. Turn left twice, into the room with lockers, and find the documents on the far table. You will learn that you need to get to the technical department. A spark will also appear. Keep in mind that after this you will be in dangernew battle. At one of the enemies you will find the key to the technical department and a note. You can safely go back and open the door to the technical department.
Follow the only path behind the light. In the lab on the right is a chest that you can open with the key found at the very beginning of the dungeon. There is also a safe. Hack it by selecting the code. Inside it you will find the Barrier helmet. In the middle of the huge hall preceding the laboratory lies the skull of a scientist . Pick it up! after that, the light will appear again. Follow and place the skull in the pressure chamber at the main research computer. Attempt to run the trial in pressure chamber #2 to find out that you need to turn on the generator.
Return to the main hall. There is a generator in the far right corner from the laboratory. There is a fuel canister hidden in the near right corner. You can also find some caches. Start the generator by applying fuel and activate the experiment in the second pressure chamber to see the scientist. Chat with him. Now you need to leave the laboratory. Run away from the anomaly without touching it. In the large hall, go around the perimeter on the right. You can first discard unnecessary things to reduce workload and the rate of stamina decline.
The anomaly will also come to the surface. Go back to the farm to Patron. He will give 5000 rubles. Patron will offer to fixautomobile. This requires wiring, bearings and a jack. Go to the marked places, kill the mutants and look for everything you can find there. The three items on the list above are just a few. Also you will find rubber, oil, WD-40, battery and more. If you have found ALL items on the location, then the mark on the map will disappear. Return to the farm and fix the car.
Now you can convince Patron to stay or take him to the anomaly. In the first case, the Patron will tell you how to get in touch with the Geek. In addition, he will give a walkie-talkie. In the second case, the Patron will disappear along with the anomaly, and after searching the place where he was sitting, you will find the same radio and receive an additional 20,000 rubles. Immediately get in touch with Geek and after the cut-scene, chat with him. He will tell you where to look for a group of stalkers.
You will receive this task from Patron. Follow the marker down from the Farm where Patron lives and find a wounded courier nicknamed Woodpecker. Talk to him and kill the bloodsuckers. I recommend to save after the conversation and do the same after killing each bloodsucker. There is a high probability that either you will hit the Woodpecker, or the mutants will finish him off, and according to the quest it is better that he survives. Together with the Woodpecker, return to the Farm to Patron.
Reward (if the courier is alive): Beryl-5M armored suit, army first aid kit, 2X F-1 grenade.
To the right of Patron's hideout is a red side quest marker. Go there, but make sure you have any food in the bag. When you get to the helicopter, you will find a dog near the bag. Get close and feed him by pressing the H key when prompted. Be sure to search the bag, pick up all the items and follow the dog. Kill the three mutated cats that are attacking the blind dog. Keep following him, along the way you will need to kill other mutants, including dogs and dwarfs. In the end, the blind dog will lead you to the corpse of a stalker named Burglar. Take his PDA to listen to information on where to look for everything valuable that he took from the helicopter. After that, a cache mark will appear on the map, located to the left of the swamp. Go to this place and find a box with a combination lock.
Everything is pretty simple. On the left, you see the given hacking order, indicated by letters. These letters correspond to the number. For example, the letter "A" is the number "1", and "K" is 10 (the letters Yo and Y are not here). Everything is in alphabetical order. When hacking this cache, from top to bottom, there was a sequence:
That is, the first digit is 9. Each press of this list of numbers will change. That is, you will see a completely different combination. But if you have already passed the first ??ag, pay attention to the second letter from the top and click on the corresponding button. If you look at the sequence above, this will be the "2" button. And so on. If you're lucky, there won't be a single question mark along the way. If it does, guess. It's hard to guess the number. If you make a mistake, start over. Sooner or later you will be able to open the cache. Among other things, inside the cache is a black box with MI-24.
Return to the Farm to Patron and tell him about the black box from the helicopter. He will offer 5,000 rubles per box. You can sell or hold it (perhaps in the future someone will give more money). You can upgrade your equipment.
On the left side of the outskirts of Zaton, you can find another additional task. The red marker points to a tunnel with an excavator above it. Approach the car and use the intercom. The task can be taken during the installation of scanning sensors according to the plot of the game (when you move from the second to the third place to install the sensor). Respond as peacefully as possible, otherwise you will be thrown a grenade. Examine the van on the left to find a briefcase with a cache behind the drawers. Inside it is a note. Study it. The unknown went to the swamp to find his thing.
Go to the indicated place and find a man in trouble. He asks for help. Carefully make your way to theditch with Chudak. The eccentric asks to help him get out of here. The goal will be updated - you need to examine the swamp. You will be shown a transparent sphere. Follow her until she leads to the grass, in which the detector is lying. Pick up the item and return to the Weird. You will receive an artifact "Greens" from the Eccentric. There will be a choice here - you can leave with the artifact and leave the Eccentric or put him on the stump where he lay. It is best to return the artifact to the place marked with the marker. Then talk to the Eccentric again and together with him return to the stalkers who are hiding behind the car in the tunnel. Go inside and talk to the Tanker.
Reward (if you bring the Eccentric): anti-radiation drug, 5.45x39 cartridges 60 pieces, 20 shotgun shells.
The task can be received from the Tanker, which you will find in the vicinity of Zaton if you help the Eccentric in the quest "Behind the closed door". Diesel is right there. You can chat with him and hand him the hammer to get a reward - 3 weapon repair kits and an RGD-5 grenade. Also find an Electronics Technician. You can sell him the Bear detector for 5,000 rubles or pay 5,000 rubles to repair it. He will say that he is ready to pay for any capacitor found. Later, you can find them in the dungeon according to the plot of the game. For them, the electronic engineer will give 5500 rubles.
Go to the markru to the center of the area and you will see a car with two mercenaries. Chat with Buzzard. If you say that you are looking for artifacts, the mercenaries will understand this. If you say that you are looking for a white plastic container, you will either have to fight the mercenaries or tell about the stalkers, but then the latter will die. So the best answer is that you are passing through here and going to a bar. Say that the bar is called "The Bomb Shelter" (you may have heard about this before). Then the mercenaries will let you go. You can return to the Tanker and tell him about the mercenaries. Ask the Tanker to tell you what is really going on here. You can offer to attack first (but there will be a difficult fight), or you can say that mercenaries can be bribed. The tanker will say that he has little money, in turn, the Engineer will offer to borrow money from the Patron.
Note . You can also chat with Cherpak, who this time will be more accommodating and point to the cache. To the north of the farm, under a tree there are stones with a cache. Cherpak told you about him. Return the items from the cache to him to get 3000 rubles and 4 bottles of vodka. Then you can get information about another cache. If you can climb the indicated tree, you will find a Chernobyl egg. Take it to Cherpak to get 5,000 rubles and canned food. You can give the PDA of Gvozdya and Povarekhin to the same Scoop to get 2000 rubles for each.
Go to Patron and tell for money. You need to collect 200,000 rubles. He will ask you to get a special artifact for him. Follow the marker to the indicated place where the strange tree is located. Kill the dogs, go up the stairs and search the cache at the end of the branch. You will receive a unique artifact "Ice". Give the artifact to Patron to receive 200,000 rubles. Go behind the farm and hide the money in the bag behind the stone where the marker points. Nearby, you can also find the corpse of a Nail with loot and a PDA. Go to the mercenaries, report the coordinates with the money and return to the stalkers to report the good news. As a reward, receive PS5-M "Universal Protection". This is the Duty costume. Now it will be possible to take the tasks "Cleaning up the creatures" from the Tanker, related to the destruction of mutants, mercenaries, and so on. These are repetitive missions that involve grinding supplies and rubles.
Go to the lower right corner of the Zaton neighborhood to find a camp with tents and a fire. Kill the enemies and examine the Collector's PDA hidden inside the containercampfire. Catch up with the stalker and pick up the stranger's dropped lighter. Examine the lighter, which is engraved with the inscription "From the Collector for Friendship and Help." Return to the farm and chat with Patron. If not, use your computer and select the Local Population folder. There's also a "Miscellaneous" section, which states that the key to the attic is under a tub at the entrance. The tub is to the right of the entrance to the Patron. Open the attic and crack the combination lock to get a lot of loot and even one silencer. One of the houses also has a door that can be opened with a room key. This key can be found on a corpse in the lower part of the location, near the place where the fourth scan sensor was installed and the entrance to the bunker was blown up. There is Povarekhin's PDA in the room. There is also an ammo stash nearby.
Kill all the enemies in the temporary camp of the Collector in the lower left corner of the location. Pick up the PDA of the Pin and examine it. Next, you need to find the Collector's cache. Behind the box in the same tent where Styar's PDA was, there is an artifact "Anomalous Soul". Return to the camp where you took the quest. Examine the stump. There is a shovel near the container. Take it and dig out the cache under the ax stump. Kill two enemies and follow the nearest marker to the cunning stranger. In the end, the man will stop under a large boulder. Talk to Styor. If undertook the artifact, then be sure to show it. otherwise, you can either release the Pin or kill him. he will offer 50,000 rubles to pay off you and return the artifact. Choose the second option and he will offer 60,000 rubles. You can take the money, kill or tell him to tell what happened to the Collector. In the latter case, you will keep the artifact for yourself. If there is a cache nearby, the artifact will beep. Also restores health and reduces the chance of stumbling upon a booby stash. However, you can't equip artifacts yet.
Note . Near the locomotive, you can find a cache in the form of a Chernobyl rat that increases damage against dogs.
The transition point to a new location is in the lower right corner of the Zaton neighborhood. Go forward and go up the stairs to the left. Use the bolts to bypass the Frying anomalies. Enter the weather station building and chat with the captain. He will tell that the son was kidnapped from the customer, and he was seen somewhere in the vicinity of the Jupiter plant.
The first thing to do on the assignment is to restore the generator. In the corner of the room with the captain is a box with the group's ammunition. Get everything you need from there. Also at the baseь The caretaker, from whom you can take free cartridges. You can also sell unwanted items to him. And Green can repair your equipment. Examine the generator inside the building. You will find out that the spark plug is missing. Talk to the Caretaker about everything you need for the generator. He will say that there is nothing at the station. Fuel should be searched in the tank near the fence, and the candle - inside the truck. Examine the truck's engine, then climb onto the tanker and interact with the hatch. You will not find any candles or fuel. Return to the caretaker and report this.
Council . If you need a drink, go to the caretaker. He has free vodka. Just offer a drink in a conversation.
To get a canister , search the two white towers at the corners of the area. Go to the captain and report that you were unable to find the missing candles. Invite the caretaker to keep you company.
Go forward along the road. The gate on the right will be blocked. If you examine the shield, you can see that the opening mechanism is de-energized. Walk around the fence on the left to enter the garage area. Go to the far left corner to find a cistern. Climb up and inspect the hatch. You have found fuel. If there is a canister, the hero will fill it. Enter inside the right garage, behind the Caretaker. There are two ZILs here. Z?Get through the hood into the body of the left ZIL and inspect the box to find a spark plug . Then there will be mutants that need to be killed. Try to fill up some of them with a grenade throw. Now go to that very tunnel and examine it again. He is still de-energized.
The target will update and you will need to inspect a large cluster of anomalies. Go to the marker and you will see anomalies near the APCs. A scene will play and you will be prompted that someone in the distance is watching you. Turn around and go to the military base. Examine the code panel, and then return to the weather station to the captain to tell about everything. You can upgrade the Seva overalls. Repair the generator and talk to the captain.
Now you need to find the source of information. go up to the roof of the weather station, go inside the kung (trailer) and inspect the old system unit in the far part. After picking up the hard drive, take it to the captain. Green will start hacking, and you will be asked to wait a bit. You can rest, but mutants will appear soon. Fight off their attack. Talk to the captain and choose your partner. For example, the same manager.
Get to the military base and enter the code 7175 . There will be zombies and one controller on the territory of the base (he walks outside). You can throw a fragmentation grenade at the latter. Search all the corpses and on one of them you will find the key to the barracks . Look at the?ing in the upper right corner. Climb to the second floor and in one of the lockers, on the top shelf, look for a dead battery . Use the key from the corpse to open the door on the second floor of the building in the lower left corner of the military base (to the left immediately after entering the base). There is a mine cache in the room on the left. There are documents on the table in the second room on the left. Listen to the Master and wait out the release. On the second floor of the second building on the left, there are strange devices that you can inspect. There is vodka in another room in the same building. In the far left building, on the second floor, there are more documents . Now search the truck indicated by the yellow marker in the same base. Climb inside the body and search the crate under the board to get the Cabinet Key . Enter the first building on the right and open the door on the first floor. Take the third part of the documents from the table. Chat with a partner. You can lure him into a trap, but then he will die. Let's look for another option!
Go back and tell the caretaker that you have one idea, but you need to discuss with the captain. Approach the generator and interact with it to get a charged battery . We found the battery itself at a military base (read above). Go to the far upper corner of this map, behind the military base. There is a swamp here. Is there a tent nearby?A trio similar to the ones we saw at the military base. Connect a charged battery to it and wait a bit. Kill snorks. An Electra anomaly will appear. Lure her to the switch at the gate leading to the tunnel. Then lower the switch.
If you sacrifice your partner, you can immediately activate the switch .
Move with the group through the tunnel and kill two Chimeras. Continue to go right to the settlement of the liquidators. Chat with the captain, who will stop in one of the houses on the right. Search the buildings on the left. In one of them there is a descent into the basement, where you will find the first part of the diary of the remaining . There is a corpse on the white water tower with a TOZ-34 "Snorkoboy" . Deals increased damage to humanoid mutants.
Near the building that the marker points to, there are two long pipes. To get to them, you need to go to the hill nearby, in which they are buried. Follow the pipes behind the anomaly, jump onto the cistern on the left to let the anomaly fly back. return to the pipes and continue on your way to find a cache with a safe. After opening the safe, you will receive useful loot and an optical sight . Then look for another double pipes, through which you can jump onto the truck, and then through the boxes and the board to get inside the building with a broken roof. There's a truck in this building, huh?who has the second part of the diary of the remaining .
Get out of here by opening the door blocked from the inside. Go inside the marked house and examine the locked door. You will be captured. Do not choose the second option, otherwise you will die. Examine the APC. A grenade is hidden under the front left wheel. Put it on the fire and run away. As a result of the explosion, all three bandits will die. Search all the corpses to find the third part of the diary of the remaining . You will learn about the existence of a secret teleport. Go to the indicated place and make three circles around the marked oak.
You will find yourself on Zaton.
Get to the marked building and chat with the captain. Examine the sawmill. On the second floor (stairs inside) there is an accumulator . In a cache on the passenger seat of a nearby ZIL, you can find engine oil and WD-40 . Not far from the sawmill there is a marker pointing to the car. Examine it. you need parts. For repair you need:
Enter the main building and jump up by the wooden shelving to find a stash with a jack and another item. Check out the building nearby. There is a tower and a broken staircase. Climb up one section of the ladder to find a lithol . Look for wiring and bearings behind the tractor (right on it). Look for the tire in the trash can outside. Return to the car and install all the parts. Now we need fuel.
Continue reading below!
There are 4 markers on the Zaton pointing to side quests. This one is in the lower left corner and constantly rotates on the map. Go there and help the stalker Wulf kill the Snorks. Then chat with him. He will give you vodka. You need to find Wolfe's buddy. Head right on the map to the cleaning station. A yellow dot will appear on the radar. This is Agent Petya. Talk to him. If you give him vodka, he will point to the coordinates of the cache. At the cleaning station, you will also find a lot of zombies and two controllers. Use grenades against them! Examine the cleaning station. On the upper floors there is a generator (requires fuel) and three shields that turn on the aggregators. There is a big truck in the station yard. There are containers in the corner and a white dot is shown on the minimap. Go there and find the corpse of Flyslayer. Collect inall items.
Return to Wulf. On the way to it, I recommend visiting the gas station at the bottom of the screen, in the middle. Kill all the mutants, go up to the roof and find the Zarya jumpsuit under the visor, which can be sold. From the roof, find a place where you can jump over to the canister near the cistern. Jump there. Take away the fuel canister . Get down. There is an open doorway on the corner of the building next to you. Opposite him is cracked asphalt. Jump down and look for the second fuel canister .
Return to Wulf and inspect the camp. Examine the cigarettes lying under the table. It has the entry "Sawmill, Cormorant, owes 5k." behind the two barrels, a knife is lying by the tree. Also look under the tree near which there are boxes to find a cut backpack. Return to the sawmill to your group and refuel the Niva. Now you can use the car! Go to the bandit camp and chat with the Frenchman. If you choose the "danger" option, you will have to fight the bandits. The French will offer two options:
Agree. Any two artifacts will be enough for the bandits, and they will free Wulf. Chat with him, tell him that you helped him out only in order to understand what exactly he was looking for with Flyboy. You will be asked to find the Immortal. Go to the indicated place in the upper right part of the map and chat with the Immortal. He dives into the water. Climb to the top of the crane on the barge, use the bolts and take the armrest growing on the barrel. Catch up with the Immortal, who is moving around the map, and give him the armrest. He will hand over the PDA to Noah. Return to Wulf and show him the PDA. Agree to continue searching for the Compass. You can take the supplies or leave them to Wulf for respect.
Go to the burnt farm (automatically) and look for the Compass behind the building on the left, by the stove. Then make your way past Zharok to the marker and jump into the teleporter. Make your way to the grave (approach from the right side of it, jumping) and search it to get the bone of the Zone Veteran . Exit the cave and tell Wulf about the find. You can keep the bone as a talisman or give it to Wulf. The task will be completed.
Go to the upper right corner of the Zaton and you will see two arguing stalkers. Chat with both characters. Klee?? Have say that the situation is difficult. The goal will be updated: you need to find a way to resolve their conflict. Talk to Freebie again and tell him to "score on this safe." Offer to pay. He wants you to give him 30,000 rubles. Talk to Klim and tell him to score on the safe too. Klim will say that he is ready to leave if you pay him 25,000 rubles. You can pay someone money, or kill one of them by choosing "danger" in the dialogue. But there is a third option! Come close to the left side of the safe and behind it, find the attached note on the back wall. It turns out that the safe belongs to the bandit in general. Talk to Klim and say that this is not their safe, that you found a note. Klim leaves. The freebie will open the safe. Talk to him. Don't attack. You will receive 5000 rubles as a reward. He will also say that he is waiting for you at Shevchenko.
Go to the barge, go up to the second floor and talk to Freebie who is sitting on the bench. First you need to sleep (you can at the sawmill with your team) so that the quest is updated. Talk to Freebie on the second floor of the barge. Say you'll find his PDA. Kill the four marauders who ambushed you. Take the PDA that the Rasp has. Return to the barge and talk to Freebie. If you refuse money and say that you need justice, Freebie will point to the cache. Follow the marker and find a cave. The entrance is blocked and you need an ax and a kuvalol. You can find an ax on a shelf near the sawmill, in the garage with a tractor. On the Shevchenko barge, go up to the main deck, jump over the holes in the floor and find the sledgehammer leaning against the starboard side. Return to the cave and use these tools to get to the cache.
Enter the cave and find a sleeping controller. Talk to the controller to learn an interesting story about Klim and Freebie. He will tell you where to look for a valuable artifact. You can exchange the sausage for different upgrade materials. Continue communication with the controller. He will give you the key to the Artifact Box if you bring him the Chimera's Paw. Follow the red marker at the top of the map to find the Chimera. Kill her and pick up the Chimera's paw . It is noteworthy that this Chimera is presented as a boss, and even a scale of her health appears on the screen! Go to the swamp where the marker points and search the container near the skeleton on one of the islands. You will find the Reanimator artifact. Each release this artifact will be recharged, and only once, if the health level drops to a critical level, it will revive the main character. return to the sleeping controller and give him the Chimera's paw. Open the crate on the left to get some artifacts. Mission completed .
On the Shevchenko barge, on the deck where the sledgehammer was founddu, there is a container with a safe. If we get close to it, the anomaly will push us back. Read the note pinned to the crate to the left of the container. Nearby there are three devices, they need three batteries. In the captain's cabin on the barge, one battery is hidden under the table. Two more can be bought from the merchant on the barge. Having bought one, save, reload and thereby update the assortment. After receiving three batteries, turn on all three devices near the container with the teleporter. On the device to the right of the container, select the red light, on the device to the left, blue (bug? Should be yellow), and on the device to the left where the note was, select the green light. The anomaly will disappear, and you will be able to open the safe. Inside there is a "Wind of Freedom" jumpsuit.
Go to the Shevchenko barge and find Dr. Arbuzov sitting near the fire on the second floor. Talk to him. He will give 5500 rubles and a new task. Head to the bottom of the map where the marker points. Talk to their leader, Zhigan. He will say that he is ready to sell them for 70,000 rubles. Bandits also don't need artifacts. We need to figure out a way to get out of this situation without a fight. You will receive a message on your PDA from a certain Koshchei. Follow the marker and talk to him.
If you attack Koshchei and bring his PDA to Zhigan, he will make a discount on medicines and lower the price d?? 30,000 rubles. Therefore, I recommend agreeing to his plan. Get to the indicated place and talk to Koshchey again. When Koschey says that the courier will come soon, you can climb the tree near him. Shoot the guards of the Courier when he is already very close to Zhigan (near the stone in the center of the swamp). If everything was done correctly, the courier will run away, and you will be able to chat with Koshchei (the goal will be updated). He will indicate where to look for a medical kit. If you don't help frighten off the courier, Koschey will try to run away. Fill it up, search it and study the PDA to get the same coordinates. That is, we will get them anyway! Head to the Power Plant in the lower left corner. Kill the chimera and find the cache of medicines under the rear right wheel. Pass the medical kit to Arbuzov on the barge to get the ChN-3a body armor . Mission completed.
On the barge, you can take the repeatable side quests "Destruction of the camp", "Rescue" and "Clearing the lair" from Shubin. I recommend completing them, since you will receive a reward immediately after completing the goal. It is not necessary to return to Shubin! However, in the case of a hostage, he will have to be taken to the Shevchenko barge.
When the Navigator is sitting by the dog's skeleton, you can talk to him and find out about a certain Shtukar from the Dredger. Go there, take a lookcorpse and pick up the PDA. Show it to the Navigator to tell about the fate of Shchukar. As a reward, you will receive the Flash artifact .
On the territory of Zaton there are several sick stalkers who ask for vodka and give the coordinates of hiding places. If you communicate with them, you will get the Zonavirus. If you tell Arbuzov about this on the barge, then the entrance to the stalker base will be closed for you. We will be able to cure the disease in the story, so let's continue:
So, if you get Zonavirus, go to Shevchenko and ask for an audience with the doctor. Show him Konstantin's PDA, what is needed according to the plot of the game. You will receive a helmet . Find the units at the back of the barge and use them and the pipes to climb onto the deck of the barge. This is only if you are infected! Go to the infirmary and talk to the stalker Lyonya Barsuk. Return to the sawmill and talk to the captain. Take the fuel canister if you found it at the gas station earlier (read in the Legacy quest). Take a partner with you (for example, the Caretaker) and go to the cleaning station. Clear the first floor of the station of zombies and two controllers. Once you kill everyone, enter the station, go up to the second floor and find the generator. You can't launch it yet. Climb even higher and approach the pipe marked with a marker. Close to start the cut-scena.
Then go to the shields, which are marked with a new marker. There will be a new cut-scene. Climb down and find the gas storage tanks. Now go to the generator and examine it to see the last cut-scene. Follow the marker to the VZ. Kill the zombie soldiers inside the building. Climb down through the grate hole in the floor and open the transformer room. You will see an anomaly, a moving Electra. Then inspect the shield at the elevator nearby. Climb to the roof of the VZ and get closer to the installation marked with a new marker. To get to the lower floor of the BHZ, you have to lure Elektra to every antenna located around the building. These antennas are similar to the one you saw on the roof.
Once you lure Elektra to each antenna, the target will update. Activate the shield at the elevator and go down the shaft. Kill three snorks, go forward and open the door on the left. Quickly search the stash on the left for a key and open the far door with it. So you will be saved from the psi-zone. Go past the bloodsuckers, climb the stairs and destroy the poltergeist. Then go to the corridor and jump into the tunnel to contact ka??Itan.
Now you need to search a place in the Iron Forest, in the lower left part of the location, at the power plant. Get to this place and find inside the building a bandit named Chekan. Say you want to come down. If you do not attack the bandits, but start talking to the door below, do not select the "Please" option. In this case, you have to give the bandits all the money. If you select the “Sim-sim open” option, then the bandit will offer to buy a key card for 10,000 rubles. You can buy and enter inside the laboratory under the power plant. Below, find Digger Kolya behind bars. Below there is a locked door, and to the right of it is a combination lock. Hack it.
Go down below, enter the room and use the wooden stairs opposite. When you get into the ventilation, you will see a cut-scene. After defeating everyone, help Digger by giving him a first aid kit. You can agree to the coordinates of the hideout or leave the swag to Kolya to earn respect. Continue to communicate with Kolya, offer to fill up Chekan, and then find the battery. Find a spacious room with a red gate with a round window. To their right, planks are leaning against the wall, with a prototype battery hidden behind them. Give it to Chekan upstairs. Demand 5000 rubles, and then agree to the Wormhole artifact. They won't touch Kolya anymore.
Return to the sawmill and talk to Doc. The captain is sick. Go to Shevch??nko, ask for a doctor. Say that the captain is ill. Agree to the task. Move away from the barge to receive a message from the Unknown. Go to the port cranes and talk to the Unknown. Examine the crate that the helicopter will leave and talk to the stranger again. You will need to find a cache of documents.
Go to Forestry, talk to Rogue in the building at the entrance. He will say that some villain attacked him. You will see the boss, a health bar will appear. The enemy is able to control the mutants. Search his corpse to get an artifact and a key to the back room. Follow the marker and open the utility room with the key. Watch the cut-scene. Examine the bag by the door opposite and pick up the cannibal's diary. Follow the next marker and approach the large cauldron. Watch the cut-scene. Walk around the cauldron and pick up a bandage from the cache. The Rogue who deceived you will appear. Break the box blocking the exit and run after the stalker. A cutscene will start on the marker. Cross the bridge. To do this, climb up the side stairs and run along the central pipe. The rogue will be shot. Take the folder with the data from his corpse, because the killer will still not be able to catch up. Interact with the cache under the right front wheel of the UAZ, in the marked place. Mercenaries will appear. Shoot them all, including the boss. Take the data tablet from the boss??And. Once you kill all the mercenaries, you can talk to the doctor on the barge. Give him the tablet with the data. Even if you have a "SHEVA" suit, answer that you don't have it to get an extra one .
Head to the gas station and go down into the caves below it. examine the strange green container, which you can now interact with. Upstairs, talk to the stranger. Deceive that the cache is in Forestry. And the hero will jump into the hole. In any case, he will find out that the doctor has the tablet, you need to protect him. If you yourself say that the doctor has a tablet, they will throw you into a hole. Go to Shevchenko, make it before the countdown ends. Defend until you finish off all enemies. Ask the guard at the entrance to call Dr. Arbuzov. Ask like a doctor. You will receive electronic components and a data tablet.
Go to the old barge and use the radio in the captain's cabin. Drive to the indicated place and hand over the evidence to the military scout. This is how you end the epidemic. Talk to the captain to complete the quest and travel to Jupiter. You can go further or linger to complete side tasks.
If you agree to take the Wormhole artifact from the bandits for a battery prototype during the story mission "A New Turn", try to use it, and you will understandthat the bandits slipped you nonsense.
Arbuzov will get in touch after the end of the epidemic. Go to Shevchenko and agree to help him. Return to the cleaning station, kill the mutants. Go to the generator, go down the stairs nearby and find the first bag of reagents in the room on the left. Look for the second bag in the open garage in the courtyard of the station, next to the truck. Enter the first floor of the building in the other part of the generator, where there are beige pipes and there is a descent down. There is a third bag of reagents lying in the corner. Load the reagent into the unit on the top floor of the station. After that, start the generator (we found the fuel earlier, two canisters), and then activate the shields at the top.
Then you need to find 3 barrels. One barrel is in the back of the same truck in the yard of the cleaning station. Turn around and follow diagonally to the right. Go down the stairs to another building and under them you will find the second barrel . Go down to the swamp with green smoke and enter through the concrete pipe into the subway. At the turn on the right is the third barrel . Follow the marker to the pipes and interact with the valves to fill three barrels. Go to the gas station where you last spoke with the Unknown. Kill him if you haven't done so before, and interact with the place where he was standing to drop the barrels into the river.break. Return to Shevchenko and talk to the doctor. If you refuse money, you will receive the Free Radical artifact. When exposed to radiation, you will constantly regenerate stamina.
Talk to the stalker Navigator on the Shevchenko barge, in the captain's cabin. He wants you to eliminate the Jackal gang. Climb inside the boat marked with a marker and wait for the bandits to appear. Search the bodies, take the key from the corpse of the Jackal and open the common fund hidden in the boat.
Search the cache on the old barge above the Shevchenko. Your task is to get to Skadovsk. The door nearby is locked. Interact with the intercom. Climb up the nearby barge and talk to Owl. Go to the indicated hill and kill the bloodsucker. Examine the grave of the Owl. Not far from the cross lies a blue lantern, next to the hole. Examine this item. Go down the hole and pick up the keys to Skadovsk. Get out of here and return to Skadovsk. Try to open the door at the intercom, but they will show you the burer. Kill him. to do this, climb the neighboring barge. Open the door and examine the ship. Come to the bar. Chat with the Sultan, and then kill the poltergeist with a health bar. Climb up and enter the room on the left, with the safe. Open the safe to collect the PDA and Beard's notebook. You ??Get 18,355 rubles and a new location.
Follow the marker and find two skeletons. Search the cache and you will see the map "Cemetery of technology". There will be a transition point to the new location "Cemetery of equipment"! Follow there to update the task. A new quest will appear, and this task will be completed.
Approach the field kitchen by the fire, then look into the adjacent trailer with a canopy. The door is locked, but it has recently been opened. The other trailer has a combination lock. Also pick up a wheel with a tire . You will receive the "Guardian of Freedom" jumpsuit. In the long trailer to the right, WD-40 and wiring are hidden under the bed. Near the largest building is a broken Loaf. We need to fix her.
Climb to the roof of a large building and you will see a cut-scene. There are crosses behind the long carriage. Get closer to them to see another cut-scene. It is important to inspect each grave as there will be two cut scenes. In the second, you will be shown an unknown soldier. Chase a stranger.
The task will be updated: you need to get into the shelter. But first, let's collect the loaf. All the necessary parts are right at this checkpoint. On the roof, for example, there is a battery . We found WD-40 and wiring earlier (read at the beginning of the quest). Get down. On the side of the building is an armored personnel carrier. Come on?Go to it and look on the side, in the lower compartment (from the side of the cemetery, not the building) for a jack and a set of tools . Inside the building there is a machine on which lies a bearing . Go to the kung (wagon) in front of the building. To the left of it is a generator. To the left you can find a box in which oil and lithol are hidden. Collecting a loaf! There is a gas canister in the side room inside the main building. No need to refill the loaf if you don't have an extra canister!
Gasoline is needed for the generator near the kung! Start the generator, then go inside the building and in the main room, to the right of the workbench, around the corner, look for a shield. Open and lower the switch. The key will fall out of the shield. Use it to open the kung in front of the building. This is the same shelter. Examine the documents lying on the table. You will be prompted to continue searching. Your PDA will receive a message from an unknown contact who will offer to meet in a grove (in the middle of the tech cemetery). Move to the right place using the bolts so as not to get into anomalies. As you get closer to the goal, will you meet a snork??in and bloodsuckers. Upon arrival, you will see a cut-scene. Search the stump containing the ammo and follow the marker. Pick up the PDA and watch another cut-scene.
The next goal is to find a military truck. A lot of markers will appear on the map pointing to ZIL trucks. All these trucks look the same, and you need to inspect each one.
Note . Apparently, the correct and morally correct decisions are those that do not cause the appearance of mutants. So before inspecting each truck, save and check all the possibilities. It doesn't matter in what order you learn the trucks. Quests go in a strictly specified order, indicated below! The fog will dissipate if you do more than 5 good deeds.
Try to take it, but the flower will disappear every time. Report this to the ecologist. Say whatthis is an unusual plant to inform the ecologist that it makes human sounds. You can insist that you do not want to destroy the plant. Or take a chemical and pour it on the flower. I chose the first option and refused to help the scientist. Nobody attacks you.
The task will be updated. There are two options for completing the challenges above : if you acted mostly aggressively, then turn into a zombie. If you remained human and heard the sound of a siren, then you passed the tests of "Fog-B".
Run to the tower, where the sounds of a siren come from. You will meet a stranger on the tower. Talk to him. Take the stranger's rifle from the box. The fog will turn to you and ask you to kill a stranger or leave the tower so that he gets it himself. a stranger's health bar will appear at the top. You need to protect him from zombies. When the attack is over, talk to the stranger. You will return to the camp at the beginning of the vehicle graveyard.
You will receive from a stranger the coordinates of the truck in which Tuman-B could be transported, as well as the coordinates of the cache with his swag. Follow the marker. There will be a secret next to it. Climb up the tower and take the loot. There will be weapons, an artifact "Flame" and other swag. go to markYoru, get on the truck and look for the safe in the back. Hack it and examine the documents. Go back to the stranger and discuss the found documents with him.
Go with him and talk about everything inside the bus. Move along the markers and interact with power line poles by connecting wires to them. Return to the detective and report the wires. Activate the breaker. Move to the ravine and inspect the cylinders from which the gas comes out. You will receive documents on Tuman-B. Return to the stranger and talk to Beard. You will find out what he did here. Decide his fate - let him go or leave him in the Zone.
Now you can take endless quests from Beard (if he remained in the tech graveyard). If you say that you did not find the safe (+ respect), you will receive vodka. Outside there is a trader Samodelkin with good goods and upgrades. He will also ask you to find kerosene for the field kitchen. This will not be marked in any way by the quest, and I found kerosene on one of the towers of the equipment cemetery. The desired tower is located to the left of the center of the area and is marked with a white circle. If you fill up the field kitchen and talk to Samodelkin, he will give you 5 bottles of water.?ki.
You can also chat with the repairman Mikhalych. He lost Comrade Shoe. Offer your help.
It is taken from the repairman Mikhalych after the entire area is cleared of fog. Go to the indicated place at night, go to the burnt farm, go upstairs and find the box with the key "Tower" under the roof. Climb to the adjacent tower and open it using the key. Pick up the PDA and study it. light the four kerosene stoves located on the barrels at the corners of the tower. A break will appear. Give the mutant food and follow him, killing the rest of the enemies. Disassemble the blockage from the boxes inside the container, where the fracture will stop. You will find the stalker Shoe. Give him vodka or energy drinks if they are in inventory. Together with him, fight the dwarfs. Talk to Shoe to return to the checkpoint and talk to Mikhalych. Choose your desired reward. If you say you don't need anything, he will give you a little of everything. The task will end. For example, he will give 3000 rubles. If you ask for pure money, you will receive 10,000 rubles. Decide for yourself.
There is a tower in the lower left corner of the Technological Cemetery. Not far from it, find a container with wooden boxes. Go inside and find small chairs and a table. On the left is a bag of loot. Take its contents, despite the warning that it is p?? and leads to aggression of dwarfs. This is a mandatory condition to take the current task! After that, you will be periodically attacked by dwarfs.
Then wait until the fog disappears and help the repairman Mikhalych on the "Lost" quest described above. Now go outside the camp, towards the cemetery, and you will see the dwarf Carlito, for whom the reward is promised. It appears on the condition that you have robbed the dwarfs, performed 6+ good deeds on the main quest of the location and completed the "Lost" task. Only now the task will begin. Run after Carlito. Eventually, other dwarfs will appear, and the battle will begin. Carlito's health bar will appear at the top of the screen. Kill him to get the key. You need to find a locked trailer. Stand in the middle of the cemetery and go straight down to the transition point. Before reaching it, find the tower on the left. Under it is a locked trailer! Open it to reveal a dwarf hideout with a suspended controller. Search the crate to collect loot. From the plastic crate on the shelf above the boar's head, take the Weeping Artifact, which gives passive armor and health regeneration outside the camp during rain !
Note . Soon you will lose your things. To return them, you need to visit the Bomb Shelter bar in the lower right corner of the location.
By?After the events on Zaton, you will go with the captain and his group to Jupiter. You need to inspect the cement plant. Kill all the enemies in the factory yard, then enter the building on the left, go up the stairs and find the device in the room that needs to be disabled. By doing this, you will be stunned. After the opening cutscene, talk to the Pathfinder. To continue this quest, talk to the Pathfinder again and ask what could have happened to Konstantin. You can also learn about the missing coin from the Pathfinder. It is located on the right side of the location. the search area is marked with a large gray circle. Use the radio station in the next room to intercept the password "Debt" - "Pripyat".
Go to the Freedom base at the construction site east of Pathfinder and talk to Batya. Describe your partners to him in order to advance on the assignment. There is a repairman in the Freedom camp who asks you to find engine oil (you will receive the Medusa artifact as a reward). Head east to the place where the Pathfinder lost the coin. Look for it in the bushes to the left of the pond. In fact, you should see in the ground textures not a coin, but a wallet. Interact with him and take the item. Return to the Pathfinder. To get up to it, you need to interact with the hatch. He will give you 7000 rubles.
There is also Marley at the Freedom base, who will tell you about the lost harmonica. Look for her nextblowing on Jupiter. Read about her in the second paragraph of the "Private Property" quest below.
Just in case, again eavesdrop on the “Debt” password at the Pathfinder radio station and run to the lower left corner, where the marker points. Tell the password at the entrance and talk inside with Major Zverev. Something needs to be reported to him. It is best to talk about the Monoliths at the cement plant. The task "Under the Influence" will be updated: you need to commit 5 sabotage against the Monoliths. Exactly the same number of goals for the "War with the Monolith" quest below.
So, as soon as you complete 5 tasks in the War with the Monolith, you can return and talk about everything with Major Zverev. Or you will receive a message on your PDA from Bati from Svoboda, who invites you to meet. As usual, "Duty" and "Freedom" are in conflict with each other!
We continue to walk along the Path of Freedom . Go to their camp and talk to Batya. Agree to provide a service. The task will continue. Dad wants you to find out what the Monoliths are doing on Yanov. You need to visit the "Bomb Shelter" and chat with Barmaley. It is noteworthy that even if you contact "Debt", they will also send you on this task and offer to contact Barmaley.
Chat with the bartender at the Bomb Shelter. He will say that Barmaley is sitting in a cell. Talk to the Colonel about him. He will offer to buy Barmaley for 200,000 rubles. Ask, es?Are there other ways to rescue Barmaley. He will offer to go to the Black Hole. You need to hold out for three battles: two master keys with a pistol (you with a knife), two experienced stalkers with better weapons and with the Master of the Black Hole, a mercenary Cyborg from PMCs. In general, either pay 200,000 rubles, or win three battles. After killing one enemy, you can pick up his weapon and use it against another. This applies to master keys and stalkers. This is not the case with Cyborg. Try to hit the knife exactly in the head.
Chat with the Colonel, take first-aid kits with you and go to Barmaley in prison (in the same bar). It is located behind the Associate Professor's first-aid post. If he is not in prison, go outside and the task will be updated. Barmaley's marker will appear. Go to him and chat on all topics. Give him the first aid kit. Follow Barmaley to Yanov station. When he stops, talk and kill the bloodsuckers. If the mutants kill Barmaley, just search his corpse and take the PDA. In this case, you will need to go to the drone in the upper left corner of the location and find explosives in Barmaley's cache. Run to the drone and look for a cache right under it. Inside there will be loot, explosives and a Vampire artifact (at night you deal more damage to hostile people). In total, you will have to kill 5 bloodsuckers if you want Barmaley to survive. After that, go with him to Yanov Station. He will open Yanov Station. Get inside. If Barmaley?Dead, you'll have to plant explosives.
Go inside and watch the cut-scene. You can climb over the checkout counter and find a safe in the back room. Inside it are the PDA of the Hawaiian and the key to the supply room of Azot. Go to the opposite wing, climb over the counter, and open the office where Azot was sitting (with the found key). Kill the controller and inspect the case lying on the table. Inside there will be a bunch of keys to Janov's rooms and a bunch of upgrades. Now you can open the next room and open the loot safe. By the way, zombies will appear, which it is desirable to immediately kill. You can open another door in the opposite wing and find Mossin's weapon.
Now go down to the basement and unlock the grate using a bunch of keys. Pick up an unknown device and go to the Freedom or Duty tech. Depending on who you are doing the task for. It will be necessary to find Azot at the Volkhov air defense system. Go to the indicated place and inspect the code door. A cut-scene will start. Kill the squad that comes here. Among them will be the leader, when fired at which a flash is triggered. Don't worry, he still takes damage. Take the PDA from the leader to find out the code - 766513. Enter this code to open the bunker and go down.
Move the only way, using the vents. When you find yourself in an open room, look for bones on the shelf on the left. At the brickthe walls are inspected by burnt black sticks. We pass through the open door into the corridor and in the corner opposite the door we find human bones. Finally, in one of the containers of the main room we find Nitrogen. Agree to take him to Duty. In any case, you will receive a pyro-detector. Talk about it with the technician who was given the Monolith device earlier. You will receive an F-1 grenade and a new target.
Go to the checkpoint, clear it of the Monoliths and go up to the roof to find another similar device. To the left of it is a safe. Open it to find loot, a Veres detector, and a PDA. kill the ghostly dog that appears and go to the cement plant. We find the corpse of the adept Zverolov and take the box with something alive inside. You will find a jerboa. Follow him and pick up the key to the cement plant. Enter the administration building and go upstairs. First, along the steps, and then along the iron stairs in the far corner of the room with the tanks. There is a cistern on the roof: climb it and search the blue crate to get an unknown device. Take it to the same technician.
You can now attract (for canned) friendly jerboas. You can give him commands to sit, treat, go home. Follow the marker, enter the ventilation complex and enter the code 1986. Follow the pipes up and up. Search the skeleton and pick up Gruber's PDA. Follow the marker?? and meet three stalkers, including Konstantin. Adept Lightning will appear shortly. Finish him off. this is a dangerous enemy that can teleport. The Pathfinder will help you. Save ahead of time if you don't want the Pathfinder to die (you'll have to replay). Talk to the commander of the arrived detachment (Freedom or Duty). Agree to go to the camp and talk to the commander.
We'll have to agree and destroy the opponent's camp. For example, if you are talking to Batya, you need to defeat the Duty camp, and vice versa. But you can refuse and kill the fighters of this group. Follow the marker to the meeting point with the detachment of the selected faction. Kill all enemies and search Zverev or Batya to get his PDA. Then you will receive the task "Go to Pripyat". You can also pick up the treasury of Debt or Freedom. In addition to production, there will be money.
Be sure to return to Bata or Zverev to report the destruction of another organization. You will receive 35,000 rubles, a scope and faction overalls. Now you can go to Pripyat.
Agree to help the Pathfinder to get several tasks at once. You will have to complete all the goals. In the middle of the map there is a place "Clear the point". Inside the building, to the right of the entrance, find the box (on the shelf of the cabinet in one of the rooms), inside which lies engine oil . He was asked to get technicalto "Svoboda" from the camp at the construction site. You will also receive 5,000 rubles for clearing this point. As a reward for the oil, you will receive the Medusa artifact.
Note . For each task you will receive 5000-7000 rubles. They are repetitive, and after clearing the enemy base, new ones appear (as soon as you move away from them).
Here you will also find an old UAZ that can be repaired. In the garage with the car, there is a bearing on the shelf of the rack . The armored personnel carrier has a battery . On the second floor, in a box on a shelf are WD-40 and a set of tools . Another engine oil and a jack are on a metal hill with steps in the yard. Nearby there is a building with an urn outside. Inside the urn are wires . Look for the wheel inside a large dumpster. Now you can fix the car. It also needs fuel. The canister can be found at the checkpoint, where guards usually stand at the entrance.
Continue to commit sabotage against the Monoliths. In the case of prisoners, you must again kill all the enemies, then get closer to the prisoner and return to the Duty base. When you complete 5 diversions, wait for the task to be updated when you are prompted to chat with Zverev. If you steal the totem, you can visit the "Bomb Shelter" in the lower right corner of the map to receive a reward and take your things!
To go throughto the territory of the bar, you will have to pay the bandits 5000 rubles or give one of the requested artifacts. You can fight, but it's dangerous. Also on the way to the bar you will have to kill dogs and snorks. But you can bypass the bandits and go through the corridor of death. They'll need antidotes.
This quest is taken from Major Zverev at the Duty base in the lower left corner of the map. You need to visit the first point on the map and kill the mutants. Then the task will be updated, a new goal will appear - you need to kill another group of mutants. Deal with the mutants at several points. Hand over the task to Major Zverev. Don't forget to eavesdrop on the Duty password at the Pathfinder's radio station! As a reward, you will receive the armored suit "Bulat".
A little later, when you run past the Pathfinder tower, he will send a message to the PDA and ask you to enter. Go to him and chat on all topics. He asks to inspect the grave of a friend. Arriving at the cemetery, you will have to kill all the mutants. Go back to the Pathfinder (you must watch the cut-scene at the grave) for a reward: 5000 rubles, "Medusa".
Dad will contact you when you either complete all 5 diversions against the Monoliths and enter the territory of Jupiter, or simply when you get to Jupiter.
Can be taken from the guardBison next to the bar "Bomb Shelter". Follow the marker. There will be an anomaly at the entrance to the building. Pick up the moment and quickly run along the corridor and into the passage on the left. Use the bolts to bypass the anomalies and take the contents of the crate. Bison asked not to open. You can open it to reveal documents from the P-3 lab. If you don't open it, just give the box to the Bison. The task will end. But if you open and read the document, you can continue the task. On the other hand, if you do not open the case and bring it to the Bison, you can earn 20,000 rubles. Much more profitable!
Now you need to find the stalker in the tunnel. But first, about Marley's harmonica . Go outside and go around the building. You need to find the entry point just below the red marker indicating the wounded stalker and the associated side quest. Run down the corridor and go up the stairs. Enter the first room on the left, before the safe, and pick up the harmonica. Return the harmonica to Marley to receive 4500 rubles, vodka and the Golden Fish artifact.
Now about the quest "Private Property". Go to the tunnel in the upper left corner of the map, go inside and knock on the iron door. Say that you came here because of the documents. Agree to look for mercenaries and a key card. Go to the marker that appears, kill three enemies and pick up a card from one of them. Open the door in a ton?? e and chat with Tosha Horse. If you kill the stalker by asking about the artifact, you will receive a unique Dynamo artifact. It speeds up bullets and charges them with electricity! But only when shooting from automatic and sniper rifles. Also gives +4 regeneration.
If you do not kill the stalker, you will receive various upgrades as a reward. By the way, if you talk to the Bison, the main character will inform him that he simply did not find the case.
Enter the bar and hand over the weapon to the guard. At the entrance you will see a cabinet with a bust of Lenin. There is a hiding place in the pipe on the side of it, from the side of the corner. A little further there will be a bum. If you get him drunk several times with vodka (about 10), then you can take a side quest . Go down the elevator and first talk to the bartender Witold. If you have a Monolith totem, you can turn it in to the bartender. He will give 6500 rubles.
Note . When you go down the elevator, you can see a group of Duty, Freedom, bandits or Clear Sky. It doesn't affect anything except for one thing. If you see the Clear Sky group, then in a conversation with Vitold there will be an additional thread with the question: “What are these types in the overalls of the Clear Sky group?”.
Walk down the corridor to the right of the bartender. Turn right and you will see a room with a medic on the right, behind a curtain. To the left of the entrance, in an open smokehouse, is there another mystery hidden?? . Talk to the Associate Professor and ask for help. Say that you have a concussion (received at the beginning of the visit to Jupiter). You will learn about Fartov. This will start the quest "Justice". Another hallway from the medic leads to a locked door to the prison.
There is Major Kopytin in the bar. If you give him the Associate Professor's medicine (maybe you need to get it first) and say that you were a doctor with free stalkers, you will get 5,000 rubles.
You can buy a chip for 50,000 rubles from one of the Svobodovites in a bar (usually behind the bar). Do this, exit the bar and get the coordinates of the search area. Go there, to the blue circle on the map, climb the tower and find a new artifact scanner. Install a microchip purchased from Svobodvets inside the scanner. You will receive the coordinates of the scientists' hiding place. Go to the marker from the side of the lake, go down under the bridge and look for a box with a cache in the drains. There will be six artifacts at once!
Go to the opening with "Mail". To the right of the doorway there is a cabinet with a mailbox. Get a letter from there about a missing person in the Yanov area. It's not related to any quest, just an additional objective. Head to the Quarry where a blue circle has appeared. There will be a lot of snorks there. Kill them and go to the rock. At its base lies a weapon, pick it up to see a cut-scene. In fact, it was about the AK-47 "Vital". When a person is killed, the state of the weapon is restored. That's what "Vital" was talking about! To the left in the Quarry there are many dead people, where Snorks also roam. Among them there will be a corpse with PDA Gavrilenko (then you can give it to Major Zverev for 1000 rubles at the base of "Debt"). Take it to get the coordinates of the cache. If you go to these coordinates, you will find the train. In the head car (jump to the side from the roof and break the glass) there is a box with a wine cutter - "Vintar-VS". Deals increased damage on surprise attacks.
After Vitali, a message will appear in the mailbox asking you to search for the Thorn artifact worth 10,000 rubles. Take note. Go to the indicated place and find the Thorn artifact. Nothing special. Give the artifact to Zhuk and get 10,000 rubles.
Then an order to kill a certain Cormorant for 12,000 rubles will appear in the mailbox. Optionally, go to the specified location and kill the target. The last task is to kill the pseudo-giant for 10,000 rubles. Kill and return to the bar. Immediately after entering, you will receive money.
This task can be taken from the Associate Professor medic in the Bomb Shelter bar. Go right along the corridor and turn into a room with a curtain. Get a medical exam and talk about the concussion. This quest is related to the gear you lost! Go to the bartender and ask for Fartovoy. ZatThen talk to Som, who is sitting in the center of the bar. This is Fartovoy's friend. Lie, saying that you have information from his relatives. He will indicate the place on Jupiter where Fartovy is located.
About secrets . Stand facing the exit of the bar, to the corridor with the elevator. There is a passage on the right. Go there, to the restrooms, jump on the sinks and find the third cache under the ceiling, behind the broken grate. Finally, to find the fourth cache , go to the right along the corridor from the bartender, where the “Mail” sign hangs. In the back room, examine the closet on the left. Below, next to the barrel, is a container with a cache.
Exit the bar and go to the next building to meet Fartovoy. Talk to him, he will give the coordinates of the cache with your things. Then he will return the money and mutants will appear. You can topple or protect Fartovoy. I decided to kill the mutants. Then follow the marker to the nearest cache and collect your items. The task will end.
You can take the Associate Professor in the "Bomb Shelter" from the medic if you offer him your help. Open the closet behind him and examine the cracked safe. Talk to the Associate Professor and find out who knows how to use the master key. Talk about it with the bartender (Associate Professor advised). Go to the beginning of the hall and look on the right for Ukhar. Chat with him, move to a secluded place. Say what was depicted "Two ovals and tpoints." Ukhar will trust you.
Next, there are several options. Go to the colonel at the entrance to the bar, at the door (not to the character to whom you hand over weapons) and talk. If you say that Ukhar is guilty, he will imprison him. Then you will be able to talk to the Associate Professor. One of the options will lead to the failure of the task, and the other will continue the quest, but still leads to a dead end. I will describe it. Tell the Associate Professor that you want to talk to Ukhar yourself. Do it. If you tell Ukhar to rot behind bars, the task will fail again. If you say that you agree with the colonel, you will have to return to the military at the entrance and pay him 5,000 rubles. For this, Ukhar will give the coordinates of the cache. Go there and look for a cache under the stones near the transformer. It contains ammo. Return to the military at the entrance to the bar hall and talk. He will say that Ukhar has escaped and will give you ammo. But the task will fail again.
True option . Therefore, when you talk to Ukhar, go to the guard at the entrance and say that he may be guilty. Do not say exactly, but instead report that the tip on Ukhar was given by the bartender Vitold. The colonel will say that thieves usually have tattoos. Agree to search. Talk to godfather Chibis sitting at the beginning of the bar. Pay him 1000 rubles and ask who can have a “key with a back” tattoo. If you say that it means a siddka for "housekeeping", then answer?right, but Chibis will report that he does not hand over his people. Instead, say that the tattoo indicates that the wearer is a master of the sport of archery. He will let you know who has the tattoo if you bring him a bottle of Baileys. It is sold by Vitold. Buy liquor for 15,337 rubles. Give Chibis the liquor, and then talk to Kozyrny, who is sitting behind Chibis, in the center of the bar.
As a result, Kozyrny confesses and indicates where to look for the bag, but emphasizes that instead of drugs, there are drugs inside it. Follow the marker and look for a cache under the left wing of the cab from the truck. Return to the Associate Professor and talk to him. If you give him the bag, you earn respect. If you don't return the bag, the quest will be cancelled. After returning the bag, you will receive respect, 3 scientific first-aid kits, vodka, a bandage, an anti-radiation drug, the Firefly artifact, the Beam hemostimulator, the Sun biostimulator, the Skat and Atlas built-in systems, the Reflection neurostimulator, the field system support "Skif", adrenaline injector "Fury", combat system "SPB - VPZ.m.IV", life support system, psi-stimulator "Oracle". Most of the listed items are upgrades.
You can hand over Kozyrny to the colonel. You can do this at any time, so save this information.
Chat with godfather Chibis at the beginning of the bar and offer helpshch. Follow the marker to find a live Rovny. Be sure to bypass the large anomaly in the form of black smoke, which instantly breaks armor and weapons. You can attack the bandits in a dialogue with Rovny and thereby pick up the PDA. Say that you ordered his PDA. If you say it's Chibis, he will refuse to hand over the PDA. If you say that you were sent by mercenaries, it will be the same. So it's best to say that you collect PDAs. he will agree to sell the PDA for 10,000 rubles. Thus, kill everyone or pay 10,000 rubles. Don't worry, you will receive 15,000 rubles as a reward from Chibis. I'm not sure if he will pay the same amount if you do not kill (like me), but buy the PDA from Rovny.
Note . Opposite the checkpoint with the bandits, you can meet the stalker Vitalik Carrier. He is sitting on the fence. Give him 5,000 rubles or the Hunk of Meat artifact. He promises to settle accounts with you at the bar. Then, in the bar, meeting him, you can get vodka and the Devil's Hair artifact (slowly restores armor if you are under the influence of radiation) .
You can continue this quest by talking to Chibis in the Bomb Shelter bar on Jupiter. If there is no dialogue, look for the fix in the mod group. Talk to Chibis and select the phrase about Chekan. Tell him that they slipped you a fake artef??T. Chat with the Mafia Man standing next to the Chibis. He will give Chekan if you pay him 20,000 rubles. There are no other options. Now go to the room with the artisan, into the passage just to the right of the bar and into the room to the left, and open the safe. If you try to open it earlier, there will be an inscription that the safe has already been rented. Show the found details to Kulibin. Pass the block to Kulibin and he will tell you where to look for Chekan. Follow the marker and look for corpses in the tunnel. The backpack contains Chekan's loot. Among other things - the artifact "Wormhole". This time, it's real. Equip it and teleport markers will appear on the map. Usually these are 3-4 portals that move you clockwise between them. Mission completed.
Chat with bartender Witold at the Bomb Shelter Bar and ask for a job. We need to get an old cassette recorder. Get to the indicated place, climb the bridge and jump onto the train. Run to the distant car along the roof and you will see an open hatch. Go down inside and you will see a traffic light anomaly. You need to run first to blue, then to green, red, white. In a strict order! Take the tape recorder and loot. Return the tape recorder to the bartender to get bottles of beer, vodka, a chocolate bar and 10,000 rubles.
Chat with the bartender Vitoldat the Bomb Shelter Bar and ask what's going on. He will talk about the competition. Agree to everything and say that you can play the guitar. Find out about the conditions and the reward, and then agree to find the fourth participant, Dyrchik. Arriving at the indicated place to the helipad, you will see a sphere under which Dyrchik sits. You need to use the scanner and pick up the artifact from the helicopter. Note that if the teleport anomaly catches you, you will be taken to a minefield, and the artifact will return to the helicopter. To go through the minefield, use the bolts. Enter the sphere with Hole to destroy it. Together with him, run to the bar, through the bandit checkpoint. At the entrance, the task will be updated - you need to talk with the bartender.
After going downstairs, turn left and down the corridor to the restroom. There you will meet Dyrchik. Talk to him. Ask what he offers. One guitarist needs to get drunk, and the other needs to cut the strings on the guitar. Exit to the main hall of the bar and find the Freeman sitting against the wall on the left with a bottle in his hands. Say that you like rock, foreign bands (Pink Floyd and so on) and he will offer you a drink. Agree. Drink twice. Say you are a mercenary. Drink for the third time "For Freedom!". The first task has been completed.
Now you need to ruin Dolgovets' guitar. Go along the corridor with the sign "Mail" to the rest room. talk to sergeant Baranov sitting in front of the guitar cabinet. Say what you wantthose learn to play the guitar. When he leaves, interact with the guitar to cut the strings. Tell the bartender that you have brought Dyrchik and are ready to start the competition. Listen to all the nicknames from the bartender, refusing them, after which you can choose any or your own - Engineer. Talk to the bartender after the competition. If you dealt with two professionals, you will get the Sturm armor suit and a lot of bottles of vodka.
At the entrance to the Bomb Shelter bar, by the elevator, there is a bum who asks for vodka. Give him vodka 10 times, after which he will offer to chat at the grove west of Yanov.
Now about the bum. Go to his camp. Kill the monsters and talk to the bum. Ask for an order. Follow the marker and find the Chimera that the bum was talking about. Do not kill him, but instead take him to the camp to the bum. You need to look at her, maintaining eye contact, and walk with your back. When you find yourself in the camp, the task will be updated. Talk to the homeless. You will receive from him the artifact "Bottle" ( halves the craving for alcohol ). The task will end.
By completing this mission, you will get rid of the bandits at the entrance to Jupiter, who have to pay 5000 rubles each time or give the artifact. Chat with a character named Miho, standing at the right side of the bar. Agree to do and ?help in business. Exit the bar and follow the marker. Chat with Miho. When he opens the door, go to the second floor. Break open the safe in the back room to find the key to the factory. Leave the building and follow Miho to the factory. Open the door and follow him. Soon you will run into a locked grate. You need to apply voltage. Go back a little, jump down and find the generator in the corner. It needs fuel. The canister is hidden in the basement you ran through while following Miho. Just go back the same way and find it by the square pipe. Start the generator and go to Miho. Lower the switch in the shield. You will see a helicopter with an anomaly. Say you'll find a way to neutralize it.
Pick up the scanner and go into the room behind the helicopter to find the Stone artifact. Put it on your belt and stand in front of the anomaly so that it dissolves. Chat with Miho again, in a different place. Agree to deal with the Skull together. Next, you need to lure the Skull out or finish it off yourself. Not necessarily a knife! You can shoot from any weapon, and preferably in the head. After killing the leader, leave the factory with Miho. Talk to Miho outside. He will leave, and also give 10,000 rubles and the Battery artifact. If you tell the colonel in the bar about killing the Skull and lie that you didn't, he will say that you have to pay 8,000 rubles for silence.
This is the bomb shelter arena. Talk to the Colonel at the entrance to the main hall of the bar. You can first ask the bartender about the room. Agree to enter. You can fight on your own or with a partner, but in the second case, you will have to share the loot. There are 5-6 fights in the Black Room in a row, after which the Colonel will say that you need to take a break.
Taken from the Colonel in the Bomb Shelter bar. Ask if he needs help. He needs the "Bank" artifact, which is possessed by a certain stalker. Talk to the stalker at the specified location. If you refuse the artifact, the quest will fail. You can kill him or buy the artifact for 12,000 rubles. Return the artifact to the Colonel. He will give you 5,000 rubles and a tactical helmet.
It is pointless to complete the quest if you have more than 20,000 rubles in your account. According to the assignment, you will first lose all your money, and then you can get 20,770 rubles. So decide for yourself. If this is more than yours, then feel free to complete the task.
Near Jupiter and the bar there is a red side quest marker. There will be a wounded stalker. Give him a normal first aid kit and get 2 vodka. Go to another marker and you will see another wounded stalker. Give him the medkit to get a Chunk of Meat. The task will be marked as completed, but that's not all. You can continue itlater, when new information automatically appears. By the way, in the corridor with a dangerous anomaly (bypassing the bandits), under the stairs there is a cache with another “Chunk of Meat”. Then a marker will appear. Go to him and look for PDA. All your money will be stolen. You can't catch up with a scammer.
Return to the bar and chat with the technician Kulibin. He needs 15,000 rubles to track down the hacker. Money will have to be earned again. If you refuse, you will lose the opportunity to complete this quest and get your money back. If you have a stash with artifacts, sell them for 15,000 rubles. For example, "Firefly" costs exactly the same. Give him 15,000 rubles. We need to wait for a message from Kulibin. Leave the bar and you will receive a message shortly. Return to Kulibin. You will receive 3 scanners. Kulibin, by the way, needs a spark plug (ask for help), which can be found in the railway tunnel under the plant, on the generator. If you wish, you can bring to earn money. We are talking about the eastern tunnel above Jupiter. As a reward, you will receive many useful items and upgrades.
Climb the tower and place the scanner at the point where the hint appears. All the towers are the same and it is easy to climb them. You will get the location where the hacker is. Chat with the hacker sitting inside the garage. The guy will say that he is not guilty, and will agree to return only his money - 20,770 rubles. If you have had significant painWell, doing the quest doesn't make sense. If you fill it up, you can pick up the PDA with the same money.
You can take it from the Zhuk merchant, who sits next to Kulibin in the Bomb Shelter bar. Pay him 6,000 rubles for information. You will receive the code - 32356. Open the safe in the same room (do not confuse it with the bandits' safe) by entering the code 32356. Take the contents, including the PDA, and find out where to look for the Drowned artifact. Follow the marker, arm yourself with a scanner and look for an artifact in the swamp. It's right where the marker is pointing. Return the artifact to Zhuk to receive 10,000 rubles. (You will receive the Medusa artifact as a reward).
In the bar "Bomb Shelter", at the aisle with the sign "Mail" sits the conductor Sokol. He will stop you every time you move past. Agree to help him. After that, you can use the guide to get to other locations visited earlier . go up to the second floor, where Elektra's anomalies are raging. In the far part, where the marker points, there is a green cabinet. Examine it on the right and find a leg. Study this leg to advance on the task.
Deal with the enemies and move to the cement plant. Clear out the Monolith camp and enter the marked building. Climb down and look for a leg for a piece of methlol, leaning against the wall. Next, you need to go to the Volkhov air defense system. Kill all the enemies and look outside the building, on the side of the road (away from the marker) for another piece of tin. Behind him is a hand. Go to the fourth place, kill the enemies and look for the second hand behind the red (rusty) container against the wall. Fifth place is at the checkpoint. Kill the Monoliths and look for the head in the urn outside, by the fence. Return to the bar and show the photo of the head to the guide Falcon. Chat on all topics. The task will be updated.
Talk to the Colonel about the stranger stalker. Return to the Falcon and learn about the stranger. Chat with Kulibin about the guy in the hood. Give him vodka to find out about the signal for help. Go to the indicated place and chat with the stranger. Kill three snorks and inspect the place where the stalker sat. You will receive a BROKEN KNIFE. Return to the bar and show it to the Falcon. You will learn about asylum in a career. Also get the Beryl-5M armored suit. Follow the marker to the Quarry. There is a big excavator. Climb the mountain to the dried tree and get over it to the excavator. Chat with Rusty in his hideout.
Ask the bartender where you can get hold of swag. He will tell about the stalker Demon, who is sitting in the rest room, who is looking for rare artifacts. Go there and talk to him. He will ask for "A Chunk of Meat". You can find him in the shack, in the corridor under the stairs, where the anomaly is raging. This corridor is marked with a red marker and is considered an alternative route to the bar (if you don't want to pay the bandits). Give the artifact to the Demon and find out where the anomaly is.
At the exit from the bar, you will be stopped by Nimble, who overheard your conversation with the Demon. He will tell you that many partners went with the Demon, and they all disappeared. Chat with the Demon at the meeting point and follow him into the house. He opens the door and enters the room. Talk to the Demon, sit on the chair until the Nimble appears. Go with him after the Demon and ube?those of all enemies. On the corpse of one of them there will be a PDA, which says that the Demon ordered you to marauders. Report the PDA to Shustrom. Continue to follow his trail, go around the anomalies and talk to the Demon. You can kill him or threaten him with mercenaries from the bar. Ask what happened to the stalkers. It turns out that they are hidden in the anomalies "Pigs". Talk to Shustry. You can keep the artifacts for yourself or agree with Shustry. So you will return all the stalkers. You will receive 15,000 rubles and the Burger UDP (the gun of the mercenary Oswald, which deals damage to all enemies within a radius of 20 meters from the target; the main thing is to shoot at a person).
There is a red marker near the scientists' bunker in the center of the map. Go there, inspect the corpse and take the PDA. Move to the Cooling Tower, where the Monoliths are stuck. Go there and examine the skeleton inside the milk truck. You will see a cut-scene and hear the phone ring. Go to the telephone. He will stop calling. Climb the stairs on the right, go up the metal stairs and approach the rusty antenna on the roof to update the objective: unravel the secret of the cooling tower. Save and jump down near the antenna. You need to get into a small teleport. You should jump slightly to the right (and not to the left) of the antenna. Kill the monster near the helicopter and search the corpse of the Monolith to get a PDA. you will see overp?about Jupiter, the bunker and code 3965.
Return to the bunker where you took the task. Climb up the stairs on the outer wall and enter the code 3965. Take a few dozen upgrades from the box inside the bunker. Climb over the counter and find the corpses and one survivor, Adept Scout. Kill him or give him water. After the conversation, follow the marker to another part of the bunker and take the medicines and the Svarog artifact scanner from the safe. Leave the bunker, stand back a bit and get a message from the scientists. Go back and see that the Monoliths are gone, and now there are stalkers inside. Talk to Drozd to receive an additional reward - vodka and the Stone Flower artifact.
The task can be taken from the stalker Drozd after the "Infiltration" quest. He and his friends will settle in the bunker of scientists, where the Monoliths got stuck on the quest above. Go to the container warehouse by the marker, climb into the back of the truck and take out the oscilloscope from the box. Climb onto the containers in any convenient place and find the radio station from above. You also need to climb on the containers on the side of the building to find a wooden box with a receiver . This is on light blue (light blue) containers. Return to Drozd to complete the quest. He will give the artifacts "Bubble" and "Gravity".
If during the story mission ?"Under the Influence" helped Azot get out of the dungeon, you can take the task from him. It will be possible to talk with him later, at the Duty base, even if you attacked it by choosing the side of Freedom. Talk and agree to help. He knows where his friend Cardan has been taken. Go to the eastern tunnel, which is needed for the storyline. There is a door on the side, and some person is standing behind it (yellow dot on the radar). To open the door, you need the power of the burer. He will react to the meat of the flesh. Follow the marker nearby and kill the flesh. Collect meat and run along the marker to the fire. After frying the meat, return to the tunnel. Leaving the meat at the door, go upstairs to the control panel and hide. Go downstairs to the burer and stand at the door, forcing him to kick the door with his superpowers. Then kill the burer and talk to technician Cardan. Agree to go with him to the container warehouse to Azot. He will give the Thunder weapon. The task will be completed, it will no longer be possible to talk with Cardan and Azot.
If Barmaley was protected during the "Under the Influence" quest, you can chat with him at the half-station, in the upper part of the map (look at all the white circles). Ask if he needs help and agree to complete the task. Go to the helipad and look for a protruding mine near the stone. Pick it up, return to Barmaley and get a reward (F-1 grenades and ulu??shine).
All recurring quests will be cancelled. As you understand, you have reached the final game location. Move forward a little and receive a message from the Adept Messenger. Either fight the Monoliths, or agree to go with them to the temple. The second option is better. Watch the cut-scene with the location.
Inside the temple, talk to the Abbot. Then talk to the Illuminator. And again talk with the Rector. Next, you will be directed to Adept Rapid.
Follow the marker. You can complete two side quests along the way. You need to find the monolith's PDA. Go around the building and find the metal steps, which in turn lead to a metal fire escape. Climb to the roof without entering the building. Look for a hole in the roof and go down to the first floor. Look into the green cabinet and find a skeleton with a key in its skull. In the next cabinet there is a case with prey (the Black Hawk Pistol). Get outside through the window and go upstairs again. Jump to the top floor through the hole in the roof and go down one flight of stairs. Unlock the side door and find the corpses of the Monoliths. One of them will have a PDA. Kill the poltergeist and mercenaries, or run away from the latter. Head back to the Abbot.
Go through the door to Konstantin and chat with him. Then again by?talk with the Rector. You will receive the Monolith outfit. Complete the repeatable tasks described in the quest "Towards the Return". After five pieces, you can return and talk to Konstantin again. Chat with the Priest again. By the way, Konstantin will cure the main character from alcohol addiction.
Now you need to find the pseudo-dog Mercury. Go to the river port area and find the dog. The dog will be shot. Chat with Degtyarev, take the corpse of the dog and talk to the Rector. You received the key from Degtyarev. Decide what to say to the Rector when asked who killed the dog. If you tell about Degtyarev, then you will tell all his plans. Then go to Konstantin, and then watch how he revives the mutant.
You will be asked to think alone. Complete all side quests as the finale is about to begin. All jobs will be cancelled. Return to the small temple of Prometheus. Save to see both endings. You can:
Take medicines from the Illuminator as a reward. Also pick up medical items that need to be delivered to the Monolith checkpoint. You can talk to the Rector again and ask for alcohol. He will point to a cache with a vodyara: a blue circle will appear on the map. Go there at a convenient time, stand to the right of the building and look for a hatch boarded up with boards. Break them and go down to the basement. Walk along the lower tier past the green anomalies and take 12 bottles of vodka from the box at the very end.
Move to the post and kill all the military. Pass the medicines and follow to the second post, which also needs to be cleaned from the military. Enemies will be including on the second floor. After completing the three objectives, return to the temple for new medical supplies and take them to the post. Along the way, a new task will appear to destroy the military at the checkpoint. In general, you need to complete 5 of these tasks to earn the trust of the Monolith. Or you can take provisions and deliver them to the post. Having done this, return to Konstantin.
There are two red markers. The right one leads to a multi-storey building.Denmark. Climb up and find the PDA of the debtor scout. Picking it up will activate the quest. Reload the game if you don't see the marker. Go to it, go up to the second floor and find the door that will be signed "Locked". Interact with her and wait a bit for the zombie to open the door. You don't need to kill him! Enter the room, climb over to the left, take the RMB and the note. Also look for a cache in the "brazier". The task will end.
Council . Keep an eye out for ghosts: they go from cache boxes to rooms with dropped items.
The second red marker will lead to the gazebo with the Renegade. He will disappear, but will drop the key. Pick up an item and go to the Yubileiny KBO building located nearby. Open the door on the corner, look around the first floor and examine the double door opposite the de-energized elevator. The goal will be updated: you need to get to the second floor. Someone is holding the door. Find an old gas mask in one of the rooms with pink wallpaper. Place the gas mask in the renegade hideout to make the poltergeist appear. Kill him, then head up to the second floor as the doors are now open.
Find a chest on the second floor. A flask is lying nearby. Put it in the box right away. There will no longer be an object near the other box. In the next room, look for an unusual detector on the floor, and place it in the second drawer. Kill the polter??eystov and go up to the third floor. You can find and crack the safe. In one of the rooms, look for a prayer book (on the floor), and then carry it to the box in the next room, with the floor in the "square". Pick up the walkie-talkie in another room and place it in a box near the large windows in the hallway. Kill the poltergeists again and climb higher. On the fourth floor, get out of the window onto the wooden boards and move to another part of the tier. Enter the teleport at the grate. Repeat steps with three items. There is a spoon, shoes and a kettle by the grate. By the way, if you put the thing in the right box, you will hear a loud knock. Kill three poltergeists and go to the fifth floor, passing through the door near one of the boxes. On the fifth floor, pick up matches, harmonica and cigarettes. Kill three poltergeists. Climb to the roof and start the generator. Go to the right and climb even higher to the roof to meet the Monolith. Take loot, weapons and PDA. the task will be completed.
The quest can be taken from Adept Swift after you find him and find the PDA of the Monolith on the main task "Return". Returning to the camp to the Abbot, find Fast on the beds and talk to him. He wants to thank you, but first he needs the Firefly artifact. If you sold the item earlier, you will have to look for it in the Vine anomaly between the nine floorsto the east of the temple. On the way to the artifact, kill the cats. You will have to climb up the branches of the Vine until you can get inside the building. The Firefly artifact is located on the top floor. There are even two of them. Give it back to Quick. You will need to talk to him later.
You need to sleep a few times for the task to be updated. Talk to Quick and agree to go with him to a mysterious place. He will take you to the river port. Kill mutants while Quick prays for his brothers. After killing everyone, go to the altar of memory (after talking with Adept Quick). Light the lamps on all the boxes at the altar. Speak with the adept at the altar. As a reward for completing the quest, you will receive a shotgun "Crusher".
You can take it from the adept of the Illuminator. Chat with him on various topics and ask how you could be useful. Go inside the building, follow through the doorways, partially boarded up with boards, and climb the stairs to the second floor. Knock on the door to talk to the Recluse. You will learn that the key is in the possession of an unknown person in a raincoat in the old school. Go there, go upstairs and go to the assembly hall. Kill the midgets and one burer, who will have the key. Open the door of the Recluse and kill the controller. Take the detector from the backpack and take it to the Illuminator. You will receive first-aid kits, bandages and armored suit “Bula??
Chat with Adept Breadwinner and ask if he needs help. He needs an LPG tank. Get to the indicated place, go around the building and find the descent to the basement. Follow the metal stairs even lower and run past the anomaly to the right to pick up a red gas bottle. Take it back to the Breadwinner. You will receive several cans of canned food.
Speak to the Adept Guardian in the temple and ask if he needs help. We'll have to track down the bloodsucker. Follow the marker, enter the building and go to the marked place. You will see a cut-scene with a bloodsucker. Kill him. He will act more aggressively than regular bloodsuckers. After dealing damage, follow the fleeing mutant. He will begin to heal. Kill the bloodsucker when the target is updated, and take the Dead Heart artifact (It removes radiation well, but when killing bloodsuckers, health decreases slightly). Tell the Guardian about the destruction of the target in order to receive the Steyr AUG A3 weapon as a reward.
COMPLETE!
Pixel Storm announces the release of the Firebird update for the military online shooter War Thunder. The graphics in the game have been significantly improved, and the arsenal of combat vehicles has been replenished with dozens of new models - from American F-117A stealth bombers to South African Super Hind helicopters and the British battlecruiser HMS Repulse.
Reynolds fought the reporters as best he could.
We will also be shown new gameplay.
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