Op 2 as it is written. S.T.A.L.K.E.R. "Solyanka" - All Akim's quests. More bonus stashes

At the very beginning, the mod was called "People's Solyanka of Arkhara and Adrenaline". Later, many well-known modders "had a hand" in its creation and modifications. The main creator, and one might say so, is the "project manager" Arhara.

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

The main plot is left in place, and for full passage, we need to reach the second true ending and cut out the O-Consciousness.

This is the main storyline of the original Stalker, and initially, the main driving force is the idea of ​​finding the Gunslinger. Let's figure out what can and should be done for this.

1. After you bring Nimble's flash drive and take the Special Assignment from him.
2. Make your way behind the embankment and answer the Fox's call for help. Treat him and ask about the Shooter.
3. Help Gray and his people at the Garbage Dump to fight off the bandits.
4. Save the Mole, he is a military man, in response he will take you to the entrance to the dungeon and tell you about the cache. But do not forget to ask him a question about the Strelka.
5. -If any points 2 through 4 fail, there is a way to avoid replaying. Information about Strelka's cache is sold by an informant in the Bar.
6. According to the plan that the Mole gave you, get into the hiding place and find a USB flash drive there.
7. Do not forget to get out of the dungeon, in accordance with the task in the PDA, in other words, not through the hatch where you climbed.
8. Search the corpse of the Ghost's master key in X-16.
9. Meet the guide at the Cordon.
10. Talk to the Doctor in the Shooter's cache in the Agroprom dungeons.
11. Find the cache in Pripyat and pick up the Decoder.
12. Find a secret door in the Sarcophagus and open it.
13. Cut out O-Consciousness and get into freeplay.

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

Very important notes.

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

Well, if you haven't played before, you will find a fascinating detective story, with shooting investigations, ambushes, and unexpected twists and turns. With God!

Quests of the New Plot.

They include several plots: the search for the missing expedition, the search for the Ghost, the search for the Fang Assassins, as well as several additional auxiliary quests.

Search for the missing expedition.

1. Search the corpse of the special forces officer Andrey, near the viaduct on the Cordon. (the viaduct is a tunnel under the road from the village of novices to the bridge)
2. We find the bandit who stole the special forces' PDA, this is a "simulator" sending the SOS signal, at the Dump, but he has no PDA.
3. We are looking for the bandit who stole the PDA, this is Fraer, whom Voronin gives the task to.
4. (with a different passage, it can be found in the Dark Valley, at the Dump, at the Agroprom and in the Undergrounds of the Agroprom)
5. At Prapor at the Dump, for 10 scientific first-aid kits, we learn that the Barman's people will be able to repair the PDA.
6. The bartender asks for the repair of the Tears of Fire artifact.
7. We bring and find out that the Bartender's People have completely broken the PDA, the branch seems to be lost.
8. During the execution of Lukash's quest, according to the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
9. In the Wild Territory, at the very transition to Amber, we find the Sivoy group, from his PDA we learn that Sakharov knows about the expedition.
10. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
11. On a tip from Sakharov, we need to go X-10, but we have already been there, there is no expedition there, but Sakharov insisted, go and check.
12. And indeed we find two dead and one barely alive Ecologist, who asks to stop his suffering and finish him off.
13. With a squeaky heart, we do it.
14. We tell about what happened to the Ghost. He suggests that there is another way out of the X-10, but where?
15. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of the operation to capture the Monolith.
16. At the Dump we deal with the group of Tomaz, and we take away the Capture Plan.
17. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
18. We go to the Ghost, if you find the missing expedition and exit from the X-10 to the Sarcophagus, we get the task to bring 10 Golden Chunks of meat from the Chernobyl-2 location.
19. We bring Lomti to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl-2.
20. We get the task to find 3 parts of the diary at the Chernobyl-2.
21. We bring the docks to the Ghost.

Quest on a laptop from Arkhara.

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

Search for the ghost and search for the fang killers.

1. Everything, oddly enough, begins with the Freeman Pistol, we find and bring it.
2. Let's talk with Freeman and get the task to take Freeman's case from the mercenary Damson.
3. We find Jameson in the Wild Territory, he does not want to speak well, we "bring down" himself and his group, take the case, take it to Freeman.
4. We get a task from Sakharov on the Ghost's PDA and bring it.
5. We speak with Kruglov (Semyonov) about the Ghost, he asks to find the Ghost's Diary.
6. We find the diary (at Agroprom), we bring it to Kruglov
7. We speak with the Barman, in exchange for information he asks to bring him Sibion, we bring it.

Search for the killers of the fang.

1. Let's talk with Voronin. He asks for a USB flash drive
2. We go to the Psycho, who "lives" in the swamp in the Army Warehouses, we take the flash drive, and we refer Voronin.
3. (Svobodovets Max asks to bring the same flash drive, you can also agree to this, just then do not forget to buy the flash drive from Max)
4. (one more moment, the Swamp is very active, and the living creatures often end the psycho before us, and his corpse can easily disappear, therefore, it will not be superfluous to deal with the psycho, and remove the flash drive from him, when you first visit the AU, without waiting for receiving quests for it)
5. We speak with the Informant in the Bar, for further progress we need Tyrant's information.
6. We speak with Dan and we take away from him the Tyrant's PDA.
7. (so that during the conversation Dan does not become an enemy, it helps to first ask him to repair something)
8. We bring the PDA to the Informant and find out from him about the mercenary Le Havre.
9. We speak with Le Havre (AC), we learn that Freedom contacts the Mercenaries through Le Havre.
10. We speak with Le Havre, he asks to Fill the mercenary Bolt and bring his PDA.
11. Again we talk with Le Havre and get the task to bring the docks from the corpse of the monolith in X-10.
12. During a visit to X-10, we find the body of this guy, the papers are really with him, we take and bring them to Le Havre.
13. 15. We speak with Yakut, he suspects a conspiracy, and sends to Freeman.
14. Talk to Freeman, learn about the meeting of the Mercenaries in the TD.
15. We take out the Blend detachment to the TD and bring the USB flash drive to Freeman.
16. We speak with Le Havre. Le Havre is offended at us for the Blend, poisoning and robbing the GG to the skin.
17)
18. Again we speak with Le Havre, he becomes an enemy, and with a clear conscience we bring down him and all his companions.
19. We speak with Yakut, he saw how the Box was dragged from the Freedom base to the outpost.
20. We carry out the outpost of the Mercenaries and we take away the box.
21. We bring the box to Yakut and get our swag, which Le Havre removed from the poisoned GG.

Search for the ghost.

1. Talk to Kruglov, to decrypt the diary he needs a working computer.
2. Talk to Arkhara, he must know where to find him.
3. We find the system unit in X-18 and bring it to Kruglov.
4. 10.After that, Kruglov sends the GG to Yakut
5. (further branch will work after completing the Fang branch and disabling the Burner)
6. SMS comes from the Ghost
7. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
8. In the basements of the Agroprom we come across an Ambush, but they were obviously not waiting for us.
9. Again to Yakut, he sends the GG to the Radar. Find the Ghost here!
10. The Ghost sends the GG to the Owl on DT in order to repulse the Beast's flash drive from the Avengers.
11. Along the way, if the Owl is killed, we search his corpse and get a tip on his chron in X-10 from which we find out who turned in the Ghost.
12. We visit the Ghost again, get the task to kill the Beast, and bring his documents.
13. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take the documents of the Beast.
14. We report to the Ghost.

This ends the quests of the New Plot, but the quests of Solyanka do not end there.

Quests of the clear sky.

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

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

Sviblov's quests are key for the further passage of the story, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we receive the task to bring the brain of a unique controller. The spawn location of the controller is marked on the map. We go, we kill the controller and accompanying monsters, we take away 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 talk to Sviblov again. We get the task to steal RMB from the bandits. And the mark in the PDA for Kaschei. Without delay, it is necessary to go and talk with Kashchei, otherwise he may die fighting the bandits or disappear into anomalies.
9. We speak with Kashchei, we get a clarification on the assignment.
10. We go to the territory of the bandits and climb up to the roof through the cistern, go downstairs and take the RMB from the backpack. Before taking RMB, the bandits should not see the GG, otherwise the quest will fail.
11. At the moment of picking up the PKM, hunters led by Den will spawn, help fight off the bandits, now it is already possible to fight the bandits. After the cleanup, you can talk to Den, but more on that later.
12. We hand over the PKM to Sviblov, we get a new task - to control the Freebie deal.
13. We go to the Cordon to the factory where the hunters with Den used to be (in the PDA tasks there is a typo that the Freebie will supposedly be on the farm). To successfully complete the task, you need to fulfill 2 conditions:
1. - so that mercenaries do not notice GG before calling Freebies
2. - so that after the call of the Freebie, the Freebie himself and his friend remain alive.
3. To complete the quest, you need to hide on the territory of the factory so that it is convenient to quickly jump out and start cleaning the monoliths. I was hiding practically behind the back of the Freebie. After his shout, there will be a few seconds while the Monolithians stand like idols - during this time you need to have time to destroy at least 2, so that then the three of us with Freebie and his friend clean up the rest.
14. We go to Sviblov and report on the completion of the assignment.

Quests of the cat or the search for the black doctor.

1. We speak with Dan, we get the task to talk to the Cat and the mark on him in the PDA.
2. We go to the Cat, we say, we accompany him to the burnt-out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse, which must be reached. The GG should have very good radiation protection.
3. We search the corpse of the monolith, take the card and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebovtsev base, actively cleaning the animals around, if the Cat suddenly stops. We go to the bar to the Cold, we speak with the Cat. We get the task to find the right person.
5. We talk to everyone in a row at the base, we find a Persian in a house with apparatuses next to the house where Sviblov stands, my name was Misha Los), we say. We get the task to bring the TV set.
6. We go to the Cordon, near Akim we take away the TV set, give it to Elk. In return, we get information about the possible locations of the monoliths (marked on the map with circles).
7. We ransack the places of the possible location of the monoliths, find them, destroy them, take away the notebook.
8. We give the notebook to Kot, we agree on a subsequent meeting in Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or on the AC in the parking lot of stalkers between the Freedom base and the village of bloodsuckers. What are the reasons and dependence of the place of appearance - I know. We get the task from the Cat to bring medicine from Kalmyk
10. We go to Kalmyk, he needs ingredients - we collect, bring. We are waiting for 24 game hours, we take the medicine.
11. We give the medicine to the Cat, we get the task to take the "tongue". We go to Agromprom.
12. To the south of the western complex we find the monoliths and free Chuk and Geka from their captivity. We speak with any of the sweet couple, we accompany both to the central complex. I recommend that you clear the territory along the route in advance - otherwise, these young creatures, worse than Kruglov, rush to fight with everything that moves and they cannot be brought.
13. On the territory of the central complex we talk with Chuk or Gek, we get valuable information, we go to the Cat.
14. We share information with the Cat, learn about Rabinovich and get the task to go to the Curmudgeon, let's go.
15. From the Curmudgeon we get information that we need a Modest one.
16. 16. In the village of bloodsuckers we find the Joker, we say. We drink 3 bottles with the Joker and get information about the Modest one.
17. If I correctly understood the idea of ​​the authors, then in a state of "slightly drunk" the GG must complete the next quest. We go deep into the village, an SMS comes from Modest, we find him wounded, we treat him, we say, we get information about Rabinovich. A group of avengers appears, we destroy and sober up.
18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel. I recommend that you save before communicating with Rabinovich.
19. We say, we get information about the "Black Doctor", we return to the Cat.
20. We report to the Cat, we receive the task to talk to Zakhar.
21. We speak with Zakhar, we get the task to take Brother Louis alive.
22. We go to the Swamps, the base of the avengers in the northeast of the location near the northern exit to the Cordon. We clear the guards without touching Brother Louis, talk to him, get information about the Frenchman.
23. At the Freedom base, we find the corpse of the Frenchman, take it to the PDA, hand it over to Zakhara.
24. We receive the task to find the Fang and go to perform a series of quests "Search for the box and the safe of the mysterious stalker", "Continuing the search for the mysterious stalker", "Meeting with the Fang ...".
25. After completing all the quests of the Fang, we go to Limansk, in one of the buildings (you cannot pass by in any way) we find a group of Svobodists led by Borman. We receive from Bormann the task to destroy the sniper.
26. We go to the construction site, we clean up all the unwrites, we destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
27. We go to Bormann and hand over the assignment. We get a new one - find a muffler and take it to the Curmudgeon. We go to the construction site, we find the muffler in one of the containers. For reference - the muffler can be stolen by the NPCs without you, so I do not recommend leaving the location before finding it and also ransacking all the corpses if you do not find the muffler in the containers.
28. We take the muffler to the Curmudgeon, wait 5 hours, pick it up, return it to the construction site and hand over the task to Bormann.
29. We go to Sviblov, we get the task to find a courier on the Radar.
30. On the Radar we find the courier next to the Ghost. It is recommended to stock up on medications and arts to restore health - they will be very useful.
31. We take the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA "Return to Sviblov". Advice - teleports from Kostya in the game were not invented in vain and are very helpful in this situation.
32. We hand over the suitcase to Sakharov. Before giving back, I recommend eating a good meal. then we sleep for a long time. We speak with Sakharov and return to Sviblov.
33. We report on the completion of the task, we get a deactivator of teleports.
34. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
35. Not far from the entrance we find the Cat and the escort group. Together we make our way into the depths of the Hospital. Those who played in CHN can easily find their way.
36. At the northern exit of the hospital, we meet with the Black Doctor, communicate and learn new information. We are waiting for the release of the last addition to continue the story. For a change, we can talk to a friend - the Cat.

Search for the box and safe of a mysterious stalker.

Attention! Not all quests are displayed in the active tasks of the PDA, therefore it is necessary to remember the dialogues, issued tasks, codes, etc.

The key character of the branch is the Miner. To get the transition to the Cave, you need to take a quest to find the treasure in the Bar from Bald. 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 the Miner, we receive the 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 transition from the Labyrinth to the Cave.
If in a shootout the Monoliths suddenly kill Fima Coal, we are not upset, the main thing is that the Tagged One saved him and the quest will be counted.
3. We bring a notebook to Shakhter and observe the return of the prodigal son (even if he was killed by the Monolithians before that). 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, as well as the need to communicate with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first-aid kits, bandages, "Soul" and soap.
5. We bring Fima a swag and he gives a transition from the Labyrinth to a new location, which is blocked in the version from 26.04.
6. We speak with Adrenaline, we get the task to bring the Box and the safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.
7. In the Labyrinth we find the Box, in it - a note with interesting and useful information. We bring the box to Adrenaline, tell about the meeting with the immortal Shadow of the Monolith. We find out that we need to talk to the Miner. (how to find the Casket, you can find out in the answers to "Other questions", in the "Labyrinth" section)
8. We speak with the Miner, he talks about the need to join the Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we get the next task to search for repair kits and an amulet of the Monolith.
10. We go to the Labyrinth, on the way to the Labyrinth we try to stay as far away from neutrals and former friends as possible! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code from the door to the Monolith bunker. In order for him to speak, it is necessary to bring him the "Plasma Caterpillar" and "Rattle". We take away the safe and repair kits in the bunker. Repair kits can be picked up by one of the monoliths in the bunker - do not forget to bargain with them.
11. We go to Sidorovich, we return the repair kits and the Monolith amulet.
12. We go to the Miner and give the safe.

Continuation of the search for the mysterious stalker.

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

1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Unexplored Earth (NZ) and go there. The transition is at the uppermost level of the large hall, almost mirrored from the transition through which the GG enters the Labyrinth.
2. We speak with the Astrologer, we learn about some local inhabitants.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, return the Bag and Safe.
5. We speak with Cyclops, from his poems we learn about the location of the Medicines. We learn about the transition point Dump -> NZ.
6. We go to the Cordon and take away 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 info about Fang. But, to open the second door, he needs Batteries.
9. We speak with the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the required batteries there, and asks, if they come across, to find the hours lost there.
10. Again we speak with the Hermit, he knows about the OP and knows some of its "inhabitants".
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find the Pilgrim and talk to him. He promises to help, both with batteries and with a clock, if we bring the Izegoschron Razor. Now the Avengers are stationed there, and he himself cannot go.
12. Simple stealth mission, we find the abandoned Pilgrim's backpack and take everything from there. If at least one Avenger dies while reporting on the mission, the mission will fail.
13. We return the Machine, we receive the Clock.
14. We return the Clock, and learn from the transition points АС -> НЗ, ТД -> НЗ.
15. Again we go to the Pilgrim, he has already shaved and gladly gives us the Batteries. An SMS comes from the Hermit, asks to enter, there is information.
16. We speak with the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe appeared. Says Adrenaline needs a New Anomaly Detector. Vitya-Hologram can help with the Detector.
17. We carry the Batteries to Jorke, for one we speak with Vitya. He asks to bring two Elite Detectors and a Plasma Caterpillar. SMS comes from Adrenaline, people came for the box.
18. We go to Yantar and buy detectors from Sakharov. That's the trouble with the detectors! Well, if you play with ranks, then you should already have one. And the second one should appear on sale from Sakharov, with the same frequency as Bioradar, but personally I have never seen this device on sale. If someone bought without editing the configs, unsubscribe. It is very possible that in the future this matter will be corrected, but for now, I had to edit the Sakharov's trade config.
19. We bring Vitya two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, who knows where to look for a cache with Viti's Detectors. We listen to his next tip in poetic form.
20. We go to the Dump, we find the cache, there Two detectors, we will just leave one for ourselves, a wonderful thing, he sees both the Invisible Jelly and the Arkhara Star, and of course, all the rest.
21. We come to Adrenaline, we return the Detector. We learn that two people came for the Box, one of them the Astrologer, the second Adrenaline did not consider, it is a worn suit, which means the owner has been trampling the Zone for a long time. We were looking for Safe and GG. An SMS comes from the Gynecologist, the safe was 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 Perfuser. For nuances, as usual, we go to the Cyclops. Again we hear a tip in verse. The transition point to the Labyrinth appears.
23. We find in the Labyrinth a half-dead mercenary, who is aware of Perfuser, and says where to look for a flask for him. The diskette with info is next to it. If, before that, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select a floppy disk, we treat the Mercenary.
24. We bring the diskette to the Gynecologist, and find out that we really need the flasks. In addition, we need Reagents, they can be asked from the leader of the snipers, here on NZ, that's just how to get close to them, they shoot at everything that moves. We leave for the next portion of poetry to the Cyclops. We receive SMS from unknown stalker, the owner of the card, he does not mind that the GG made a copy, but the original will have to be returned through the Astrologer.
25. We go to the Army Warehouses, we find the desired place, we select the Flasks.
26. We return, we give the Flasks to the Gynecologist. To build the installation, he asks to find Power supplies and a control chip from Exa Svoboda. In addition, we give the Fang cards to the Gynecologist, so that he would make copies.
27. We go to the place where the meteorite fell, we find the deactivator of teleports, we get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it is rather hot at the entrance, it will not hurt to hang artifacts from the heat.
28. We find the Pilgrim in the cave, he helps to find an approach to the Mercenaries. We ransack the cave, we find the power supply unit and boards.
29. We go to the Chimera, the leader of the Avengers on the NZ. He has a small request to fill up a competitor - Sidorovich and bring his head as proof ...
1.- a small note, between paragraphs 28-29 you need to do without intermediate saves / restores, otherwise the Avengers will become enemies-
30. Found in the Cave ingredients for the installation, we refer to the Gynecologist. We take away the original and a copy of the Fang card. We inform the Gynecologist that Sidorovich's head is needed for success. Shura suggests giving the Avengers a stuffed animal, and the Owl, the commander of the Hunters, can help us with this, they also live nearby.
31. The owl agrees to help, but for work you need a Controller, just the right one was filled up on the Radar, you have to run to pick it up.
32. We run and pick up. We bring the owl.
33. For work, he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of "Sidorovich".
34. We go to the Chimera, we return the head. He does not give us the reagents, but we find out that his eagles are training on NZ, and later they will go in search of some lump's daughter, she disappeared here in the Zone. An SMS comes from Cyclops, there is a tip to the cache.
35. We listen to the next portion of poetic revelations and stomp on a tip. In the chimera's stash we take the thorns with reagents.
36. We carry the found to the Gynecologist. Admiring the charged Perfuser. We receive SMS from Fang, he wants to meet.
37. We speak with Cyclops and get the last tip.
38. Let's go, take everything from the cache, and with a sense of complete satisfaction we are waiting for the next addition from Arkhara.

Fang quests (hiking in the red forest, warlab)

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

1. We receive SMS from the Fang (p. 36 from the branch "Continuing the search for the mysterious stalker"), go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with the Fang, we get the task to scout a new territory (military laboratory or Varlab), we get the transition from Radar to Varlab and from Varlab to X16.
3. We go to the Radar, there is a passage behind the door with a coded lock. Syak gives the code from the castle after you bring him the tools from Sidorovich. We find ourselves in Varlab for a sharp showdown between the monoliths and mercenaries. You can just quietly stand at the entrance for 10-15 minutes until the enemies destroy most of each other. We receive SMS from Fang.
4. We find the corpse of the mercenary Bonebreaker in the billiard room, we take away the mercenary's notebook from it.
There is a bug in Solyanka's version from 22.07 and this corpse disappears by the time you arrive in Varlab.
Solution:
To continue the quest, spawn it or register it for sale to any merchant. It is called naem_bloknot. Before you get your notebook, you must go to Varlab!
5. We go to the AS to Fang, he is on the farm where Dolgovtsy was based before, we talk with Fang, we get the task to get into the trust of the mercenaries, in which Lukash will help us.
6. We speak with Lukash, learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to Dark Valley, we take away the signet and become a mercenary. With further movements, we try to avoid contact with any groupings, especially with former neutrals and friends - after killing them, you may find yourself in a desperate situation.
8. We go to Varlab, find the Panther in the billiard room, talk to her and get the task to find the radio for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft upstairs, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs on the level below. I had a walkie-talkie in my last backpack. We return the radio, we find out that the big guy wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Varlaban AS.
10. We speak with the Panther, we receive the task to intercept the messenger on the Cordon and take away 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 teleport from Sakharov with you in order to immediately teleport to Cordon. We climb to the upper structures of the bridge, we reach the edge of the torn truss, we receive a Panther SMS that we are in place, a messenger should appear, we take the disk from him.
There is a bug in the Solyanka version from 22.07 and the messenger does not appear.
Solution:
After receiving the Panther's SMS, we register the disc for sale to Sidor or spawn it, pick it up and return it to the hostess. The name is disk_pantera.
11. We leave with the Panther to the side and get the task to bring a backpack from the headquarters of Lukash. We get the exu-invisibility.
12. We go to the AS, we find a backpack in the weapon room of Freedom and take from it a prototype of an armored vehicle (we do not 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 Varlab, we give the stuffed animal to Dembel and the armored man to the Panther, the boss of the mercenaries wants to talk to the Bullseye.
14. We talk to the boss and understand that the showdown with Le Havre was childish, but there is a big plus - the Bullseye is now being helped by 3 immortal characters. We help the Panther and her guards to clear the Varlab from the mercenaries.
15. We speak with the Panther and with Dembel, we receive information and a reward for helping the Panther.
16. We go to the Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can get, transitions to Krasny Les and Limansk, as well as the task to pick up documents in Krasny Les.
17. We go to Lukash and give the seal of the mercenaries.
18. We speak with Lukash, we receive the task to accompany the Svobodists. SMS comes from Panther. If you haven't cleared the Radar for a long time, I recommend clearing the route to Varlab from extra teeth and trunks.
19. We speak with Vitamin, make an appointment on the Radar.
20. We go to the Radar, talk to Vitamin, accompany the group to the hole in the mesh fence, again talk to Vitamin and go to Varlab.
21. If there is no ardent desire to fight with the dogs, we calmly wait until the Svoboda activists clean up Varlab and Vitamin will come to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we get a reward - a gold bar of a free man. We receive SMS from Cyclops - we do not react yet.
23. In the right elevator shaft we go up the stairs to the secret part of Varlab, talk to the Lazy. Let's find out about the chief scientist.
24. Find Klenov, talk and get a lot of interesting information, get the task to bring the Hologram to Varlab.
25. We go to the NZ, we speak with the Cyclops, we get another tip on the cache.
26. We speak with the Hologram, we accompany him to the transition to the AU.
27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
28. Go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat and receiving the Doctor's task to take the medallion to the Miner. Also, the miner will ask for flashlights - where and how to find all this is described in other sections of the Guide.
1. Where to look for 10 cobblestones - everyone decides for himself. They periodically spawn in the Cave, some of your art will turn into boulders when you first enter the Radar, etc.
29. We go to Klenov, we return the art. An SMS comes from the Astrologer.
30. We go to the Cordon to the Astrologer and wait for the release of the last addition to continue the story.
31. If you have not received the transitions and the task from paragraph 17 of the description - we get it, we go to the Red Forest. Near the transition, we meet a group led by Shadowman and help him complete 2 tasks - to free the bridge and fight off a flock of monsters.
32. The location of the hunters is marked on the map in the PDA, we find Genka Captain and get the task to return the stolen backpack.
33. We go to the Swamps to the Cold, we say, we get information about the location of the thief, we go on a tip and find a captured thief.
34. We agree with the captors of Mitka about the ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
35. We return the backpack, get a tip on the location of the backpack with documents. We fight off the monsters, we find the backpack, we take away the documents, we carry it to the Fang.
36. Fang gives a new task - to find and save Denis. We go to the Red Forest in the mine, we clean up the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
37. We hand over the task and wait for the release of the last addition to continue the plot.

Date Added: 06.01.19 Views: 79274

Description

About the material
This article analyzes all the quests that relate to one of the Solyanka's Global questlines, namely "Search for the Ghost, the Fang killers". This material is relevant only for OP 2.1 0. Oddly enough, everything begins with, we find and bring.
1. Let's talk with Freeman and get the task.
2. We find Jameson in the Wild Territory, he does not want to speak well, we "bring down" himself and his group, take the case, take it to Freeman.
3. Get from Sakharov and bring him.
4. We speak with Kruglov (Semyonov) about the Ghost, he asks to find the Ghost's Diary.
5., we bring to Kruglov

Finding the Ghost
6. Talk to Kruglov, to decrypt the diary he needs a working computer.
7. Talk to Arkhara, he must know where to find him. (Arkhara appears after taking the quest for)
8. We find the system unit in the X-18 and bring it to Kruglov.

Sistemnik Kruglov in X-18

9. After that, Kruglov sends the GG to Yakut
(further branch will work after completing the branch on Fang and disabling the Burner)

Find the Fang Assassins
1. We speak with the Bartender, in exchange for information he asks to bring records from the cache, which is located somewhere in the Dump. Places are marked
2. Bringing Records to the Bartender
3. Let's talk with Voronin. He asks for the Psycho USB stick.
Reward: PYa "Rook"
4. We go to the Psycho, who "lives" in the swamp in the Army Warehouses, we take the flash drive, we refer Voronin.
5. We speak with the Informant in the Bar, for further progress we need Tyrant's information.
6. We speak with Dan. We learn that he has PDA, but the Tyrant himself is at the "Construction site" location.
7. We receive a message from Kuznetsov. We learn that a group of mercenaries is located next to the destroyed bridge on Cordon, we go there
8. We kill the mercenaries on the Cordon, heading to the location "Construction site" ()
9. At the Construction Site we find the Tirana PDA, we pick it up

PDA Tirana at the Construction Site

10. We give the PDA to the Informant, we find out about Le Havre
Reward: AKM "Dream"
11. We speak with Le Havre, we learn that Freedom is in contact with the Mercenaries, through Le Havre.
12. We speak with Le Havre, he asks to Fill the mercenary Bolt and bring his PDA. (Bolt is at the mercenary checkpoint in the Army Warehouses)
Reward: Blaser B95, 9.3x64mm 7H33 9CH
13. Again we talk with Le Havre and get the task to bring the docks from the corpse of the Monolith in X-10.
14. During a visit to X-10, we find the corpse of this guy, the papers are really with him, we take and bring them to Le Havre.
Reward: Fiery soul
15. We speak with Yakut, he suspects a conspiracy, and sends to Freeman.
16. Talk to Freeman, learn about the meeting of the Mercenaries in the TD.
17. We take out the detachment of the Blend to the TD, talk to the Blend himself, redeem the USB flash drive, refer to Freeman.
Reward: Bright Dummy
18. We speak with Le Havre. Le Havre is offended at us for the Blend, poisons gg, takes our PDA.
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring down him and all his companions.
20. We speak with Yakut, he saw how the PDA was dragged from the Freedom base to the outpost.
21. We take out the outpost of the Mercenaries and take away the PDA.
22. We tell Yakut about what happened. We leave on further searches for the Ghost.

Continuing the search for the Ghost
1. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
2. In the basements of the Agroprom we stumble upon an Ambush, but they were obviously not waiting for us.
3. Again to Yakut, he sends the GG to the Radar. Find the Ghost here!
4. The Ghost has a few more tasks for us, which are scheduled in

Writing a modification for a game is a very serious job, more often than not it is incredibly difficult or almost impossible. But there are games that are literally made to be modified. And this does not mean that in their original form they are bad - they just perfectly fit various kinds of mods and upgrades, which then delight the fans. Stalker is a game that is good in itself. There is enough action and stealth in it, you will have to strain during a tense chase, and relax while reading diaries. But you should never lose concentration, since even in the same diaries there is a huge hidden one that you can use in the process of passing. For "Stalker" there are already quite a large number of mods, some of which are universally recognized. One of them is "United Pak 2". This is more of a collection of mods, rather than one full-fledged modification, as there are too many changes made there. The creators of this mod boldly assert that "United Pak 2" is an independent standalone game that functions according to its own rules, lives according to its own laws and has little in common with the original. But what exactly is "Stalker: United Pak 2"? Walkthrough of this mod will definitely be hardcore, so those who are used to simple and casual games shouldn't even try.

"United Pak 2" - what is it?

As mentioned above, there is already a very large number of various add-ons created by fans to "Stalker". Some of them add new side quests, storylines, weapons, equipment, caches, characters, and more. What exactly is "Stalker: United Pak 2"? The passage in it is very different, but why? First of all, it is worth noting the off-scale realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play Unified Pak 2, you will be able to experience the oppressive atmosphere of the Zone most closely. You will have very little health, even fewer cartridges, and you will have to approach tasks incredibly seriously. The fact is that planning will now take up a huge part of the time, much more than the passage itself.

You can complete the task right away, but at the same time spend too many precious resources - the reward for completing it will not even pay off the costs, let alone any profit! Therefore, you will have to think a lot and with concentration about how you will act in a given situation, what you need to take with you, how to use equipment, and so on. In general, "United Pak 2" resembles a collection of all possible modifications in one - here you will find both a plot branch, and side quests, and a large number of new caches. And most importantly, it will all be in a hardcore atmosphere. So you do not have to relax for a second while you play "Stalker: United Pak 2". The passage can take a lot of your time, you will have to fight for your life in the most stressful conditions. Therefore, if you are not attracted by the transcendental level of complexity and the maximum realism of what is happening, then you better try the original version of "Stalker" or even another game altogether. And now it's time to dive into the horrors of the Zone.

Passage of the plot "Sniper"

You have already understood what "Stalker: United Pak 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You will still need to penetrate the Zone, fight monsters and other opponents, look for different objects for various people - and in the process, untangle the plot threads. The most interesting episode in this modification is "Sniper" - this is an absolutely fresh and incredibly difficult campaign, which is not found in any other add-on from these creators. You will have to figure out who and why killed Andrey, why they shot at you and who this mysterious stalker is.

It should be noted that this storyline you will not be able to go through immediately - it is divided into two parts, the second of which is much more difficult than the first. Therefore, in order to succeed, you first need to gain experience, get hold of good equipment - and then you can solve this riddle. She is not the only one in the game "Stalker NS: United Pak 2". This is a project full of various surprises that await you at every step. But you have already been warned - you need to take these steps in this game very carefully and carefully.

Search for hiding places

Passage of the game "Stalker NS: United Pak 2", in fact, as in the original version, in many respects consists of searching for various caches. It happens as follows: you receive a task from some non-playable character that you meet in the game. Next, you need to go to the specified place and find a cache on tips, and in it the thing that is needed to complete the quest. However, not all caches can be found in this way. For example, many of the most difficult places in which useful things lie can be found only on the tips left in the notes. When you find such a note, you are offered a text with a set of leads to the places where the cache you need may be. The mechanics here are as follows: as soon as you take this or that note, the cache is generated in one of the places indicated in it. And you need to methodically search all of these places to find the vault. This is an integral part of "Stalker", but in "United Pack 2" everything is much more complicated than in the original.

As mentioned above, you have much fewer cartridges, and everything that happens is close to reality. This is what makes the modification "Stalker: United Pak 2" different from the original. Immortality is the only way for players who are far from hardcore, go through this game. But along with this, all of her individuality and peculiarity is lost, so do not abuse cheats.

Journey through the records

Another one distinctive feature games "Stalker: United Pak 2", immortality for which is not required - are exciting stories that are told throughout the game. For example, you can take the notes of a Chess Player, one of the most famous stalkers. At the very beginning of the game, you have the opportunity to find the first dictaphone on which you will hear the Chess Player's voice and his first recording, which tells about his adventures. And further, throughout the game, you will find a variety of caches, notes and audio recordings directly, which will tell the story of this character.

Naturally, for people who are not familiar with the world of "Stalker", this approach may not be particularly interesting, but initially everyone was warned - this modification is the most difficult version of the game, besides, here you will find answers to questions to which other parts of the game do not answer in any way. Therefore, fans of the series will be very happy to try out the project "Stalker: United Pak 2". You can download saves for him on the net - in case you can't get through this or that episode, but don't want to spoil your statistics using cheats. Download the save, upload it and continue exploring the world from the moment that interests you.

Hamster quests

Hamster quests are what many love the Stalker series for. Mod "United Pak 2" is also rich in these tasks, but some gamers may not understand what such a strange name means. In fact, behind all the oddities lies a banality - "hamsters" are those quests in which the player is instructed to bring a certain number of specific items to one person in order to receive a reward for this. So the player acts as a "hamster" - he collects a large number of objects and carries them to a given point. And for this he can get very useful things.

In the "United Pack" there are quite a few new "hamster" quests that will allow you to get hold of very important objects. They will contribute to the successful passage of the game, so do not ignore such tasks. For example, this is a quest from Yakut, in which you will need to collect six artifacts "Scalp Controller" and "Symbion", as well as three items known as Antizombin. He will bring you a good minigun, as well as an undefined chip, which can be very useful in the game "Stalker: United Pak 2". Cheats for the game can also help you, but they are best used only in the most difficult situations. We will talk about them further, and now it's time to get acquainted with some of the surprises that the creators have prepared for you.

Surprises from the creators

Most of the content in "United Pack 2" is repeated, that is, it is not the original game, but a combination of all the modifications that these creators released earlier. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pack 2". Cheats have also remained the same, weapons have been expanded, the number of characters has been increased, so do not think that this modification is a banal assembly of everything that came before it. In fact, there are even special boxes that the creators have hidden for the most attentive in various locations of the game. It is very difficult to find them, they are located in places where, under normal conditions, the player is unlikely to dare to look. But if you have a very inquisitive mind, and you are also serious about finding everything that was hidden for you, then there will be no obstacles in front of you. Naturally, you have to try, but the reward is worth it. For example, in the box located in the Quarry (you shouldn't give more information about its location, as this will spoil the surprise), you can find a powerful but light rifle with an automatic target acquisition system, a large number of shells for a flamethrower, and a couple of artifacts.

As you can see, looking for such chests is definitely worth it, because it will give you a serious advantage in the game "Stalker: United Pak 2". The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the rest of the surprises should be looked for not in Jupiter, but in the Zaton - for example, on a burnt-out farm or in some anomalies.

More bonus stashes

You already know that the game "Stalker: United Pack 2" revolves a lot around finding various caches. Therefore, many of them can simply not be noticed, because the creators have tried to make the task for the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can go to a chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things, including a manual teleport to one of the locations.

By the way, it is about teleports that should be discussed separately, because they also play a huge role in United Pak 2. Caches are very important. But teleports also have their own degree of importance, which, however, lies in a completely different plane.

Relevance of hand teleports for the game "Stalker: United Pak 2"

Everyone remembers manual teleports according to the original version of "Stalker" - these are special items that allow you to instantly teleport to one or another location. In the original, these were useful things that could be used to save time. And if you had enough ammo and equipment, then you could go on foot through the Zone, shooting monsters and collecting useful loot. As for the "United Pack 2", then here teleporters acquire a very important role. Considering the fact that you almost never have enough cartridges, there is little equipment, and even less life, using the teleport is a real happiness. Therefore, each of them must be sought in the first place and protected as much as possible. There are twenty five of them in the game, so you will have to try to collect them all, and you can not count on the fact that at the very beginning you will have access to all locations of the game "Stalker: United Pak 2". Saves may come in handy in this case, but again - this is a hardcore game, and if you feel that it is too difficult for you - do not waste your time, because this is its main highlight.

Cheats for "Stalker: United Pak 2"

For the "United Pak 2" modification, all codes remained the same, as in other versions of mods from these creators. That is, you install yourself a special mod for the cheat spawn, launch it, prescribe yourself absolutely everything you want - weapons, equipment, money, quest rewards, and so on. Thus, you make your life much easier, and this is especially true for such a hardcore mod as "United Pak 2". However, it is not recommended to use spawn for this particular mod, since its whole essence lies in realism and hardcore, and the use of cheats negates all interest. Therefore, if it is too difficult for you, try the original version of "Stalker" or another mod, and leave "United Pak 2" for those who are ready for brutal hardcore.

Using saves

There is another way to quickly complete the game - to use ready-made save. It's better than the cheats, but it still kills the atmosphere a little. Naturally, it's up to you, but it is recommended to play "United Pack 2" in the form that the creators offer you.