Passage of the folk hodgepodge op. Walkthrough stalker folk hodgepodge - Walkthrough modifications of the game stalker - Walkthrough stalker. What you need to know when passing Stalker Narodnaya Solyanka

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

Start of the quest line:

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

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

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

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

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

In X10. The last room before the burner console

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

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

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

Astrologer

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

Don't go to a checkpoint where there are military personnel. If this is done, then a landing party will be sent to the village. In the village itself, talk to the doctor, drink the medicine and find yourself in a cave.

Equip your ammunition. You must find the miner on the upper tier. Destroy the bloodsuckers on the way, aiming for the head. Go to the corner of the cave and after talking with the miner, drink the medicine.

What do you need to know when passing Stalker People's Hodgepodge?

At Agroprom you can find Strelok's hide. Kill all enemies. Once in the hole, you will find yourself at the stairs in front of the entrance to Strelok's hiding place.

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

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

In the X-18 laboratory, destroy all the bandits, but heal one of them by fitting a first aid kit. Interrogate him. The scientists will have the box Borov needs. Escape from the chimeras using the stone next to the fence. Climb onto the rock and wait.

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

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

Conductor and "Thunderstorm". You will have to find a guide who will tell you about the doctor. You will learn from the doctor about the detector connected to the door of the Chernobyl nuclear power plant. After the radar you will see a Ghost. “Thunderstorm” will be in the hands of bandits, representatives of DEBT.

With radar everything is very simple. First, place the artifacts near the stop, and then pick them up. Study the bodies of scientists.

In Pripyat, kill snipers and find the swamp doctor. During the release, hide in the basement.

At Chernobyl NPP 1 you will be attacked from everywhere and by everyone. Hold on. There are military men at the entrance to the underground tunnel. Find Sakharov's bag here as soon as possible. Don't forget about the ejection!

In the labyrinths at the Chernobyl Nuclear Power Plant, avoid radiation and kinks. There will even be snorkels at the beginning. You will see a Monolith and a teleport. There will be a note from Strelok and information related to the living heart.

Guide to Narodnaya Solyanka 2010 + OOP

Description of the passage of the main plot branches, all the main problems are covered and answers to the most frequently asked questions!

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

Firstappearance in the Zone -Conversation with the Stargazer.

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

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

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

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

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

Arriving at the village(on the way to search the military man), we talk to the doctor, drink the medicine and instantly wake up in the Cave.

Let’s not be afraid, look at our feet, and get equipped.

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

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

We kill the bloodsuckers with a shot in the head - pressed against the wall in the corner of the cave (it is advisable to rise higher).

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

Brief reminders along the way game - Memorable for a beginner :)

Nychka shooter at Agroprom- Kill everyone at the entrance, go into the hole there and you will be thrown onto the stairs at the entrance to Strelka’s hole.

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

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

3.Well, the last teleport that will lead us to the hiding place is located in the tunnel with the Electras.

There, take the PDA and turn off the teleport. There's also a flash drive right there.

Bar. You need to take the task for the X-18 (TD) from the bartender on your first visit and complete it! (and you can’t refuse, otherwise there will be flights later)

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

Yantar X16- Be sure to save Kruglov, together with Sakharov they will throw you a suit and a psi-helmet. Complete their quests, they are not difficult, you will get an anomaly detector, a super thing, plus an excellent armored man

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

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

Radar- It doesn’t seem complicated, at first there’s trouble with the art, they turn into cobblestones, put them out at the bus stop, then pick them up. Examine the corpses of scientists.

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

Chernobyl NPP 1- They are pressing from all sides, the military, the monolith, the ejection... hold on. There is a crowd of military men at the entrance to the dungeon, look for Sakharov's bag. ( don’t linger too long - leave at least 5 minutes before release)

Searches for the missing expedition

1. Search the corpse of special forces soldier Andrei, near the viaduct on Cordon. (the viaduct is the tunnel under the road from the newcomers' village to the bridge)

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

Quest for Arhara's laptop:

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

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

The search for the Phantom and the killers of Fang begins

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

Finding the Fang Killers:

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

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

Searching for the Phantom:

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

Clear Sky Quests:

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

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

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

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

Quests of the Cat or search for the Black Doctor:

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

Search for the box and safe of the mysterious stalker

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

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

Continuing the search for the mysterious stalker:


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

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

Fang quests (Hikes to Warlab, Red Forest):

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

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

It is possible that some of the quests described below are not necessary to complete the plot, but I have not checked the relationship between them. Therefore, I describe it in the order in which I went through it myself.

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

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

Short description


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

Installation procedure


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

Download


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


Adaptation for widescreen formats


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

Fix icons for weak video cards


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


Addendum dated 08/14/2010 in parts


For music lovers - filling music flash drives


The most common crashes and how to treat them:


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

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

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

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

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

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

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

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

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

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

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

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

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

Screenshots



Mini F.A.Q. from Buusty


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

List of quest and unique items
PDA and flash drives

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

Documentation

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

Miscellaneous items

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

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

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

Broniki

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

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

Weapon

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

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

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

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

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

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

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

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

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

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

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


Download - http://ifolder.ru/20378229

Flamethrower "Poltergeist" from dimak


Download - http://ifolder.ru/20378209

How to make a quest item "not a quest"

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

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

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

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

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

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


Download http://fayloobmennik.net/203256

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

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

A car for ATP. How to ride it?

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

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

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

Where is the playboy for Ivantsov?

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


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

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

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

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

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

I can't find a flask for Petrenko.

Not far from the southern checkpoint of Dolga -

The messenger with the Panther disc does not appear.

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

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

Watch the video hint


Where are the documents for Akim parts 2 and 3?

Watch the video hint


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

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


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

Watch the video:


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

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

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


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


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

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

Here -

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

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

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

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

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


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

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



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

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

Happy hunting everyone! Best regards, Buusty.

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

Thanks:

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

Best regards, Kuzm@ Master.





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

______________________________________________________________________

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

Searches for the missing expedition


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

Quest for Arhara's laptop:

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

The search for the Phantom and the killers of Fang begins


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

Finding the Fang Killers:

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

Searching for the Phantom:

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

Clear Sky Quests:

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

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

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

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

Quests of the Cat or search for the Black Doctor:


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

Search for the box and safe of the mysterious stalker


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

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

Continuing the search for the mysterious stalker:

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

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

Fang quests (Hikes to Warlab, Red Forest):

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

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

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

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

Continuation of Fang's quests in the Old Village:

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

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

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

Generators or the elusive stargazer:

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

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

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

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

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

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

The Last Day and the Dead City:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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