Full walkthrough of stalker fallen star honor mercenary. Walkthrough Stalker: Fallen Star. Mercenary's honor. Eleventh quest - Helicopter from Hell

Modification Stalker: Fallen star. Mercenary's Honor is a continuation of the "Apocalypse" plot. All events in this mod take place after the unexpected end of the series "Duty. Philosophy of War". The main character of the "fallen star" is a mercenary called John-Joe. He has enormous strength, is balanced, without humor or weaknesses, and can strangle a dozen enemies with his bare hands. He also has a love of money, adhering to the code of mercenaries.

It is worth noting that when passing the Stalker: Fallen Star mod. Mercenary's honor, perhaps a large number of options for the development of events, depending on what decisions are made. Starting the game, a video will start in which we will talk about a brief summary of the part of the Apocalypse: Search and Debt. Philosophy of war.

How to start a car?

Just open the settings and set the "Ignition" function. Then sit in the car and press the key. The transport will go. It is better not to fire near military personnel

You shouldn't go through their pockets, because it might end badly. When you find yourself in the Cordon location, head in the direction where the destroyed bridge is located. Then look at the empty factory on the left side. There is a stalker standing nearby, go up to him and talk. But I have time to notice that this is necessary to increase the level of adrenaline in the blood and that’s all. Then in the walkthrough Stalker: Fallen Star. Mercenary's Honor needs to be studied well in the dialogues. If you find yourself in a dead end, just keep in mind that there is always one fellow curator waiting for you at the bar. You can always come to him and chat. Then carefully monitor the messages that will arrive. If you want to go deeper into history, then go to the PDA and find everything there. Even if you find yourself in a hopeless situation, just look at your personal notes in the PDA to understand what you need to do next.

If you want to rest, call the “Inventory” context menu and select the “rest” buttons there - this way you will go to bed. If you click on the button in the “Inventory” called “Radio Scanner”, you can use it for its intended purpose. But it is worth noting that this button will become available when you find this structure.

You can also mark the card in the PDA. If you look at the top panel in the PDA, you will see two buttons there: setting and unchecking. And in the installation window itself you will see the stash: T - change language, cross - close the window, arrow - put a mark.

First quest - Partner

Start completing this quest in Stalker: Fallen Star. Mercenary's honor after watching two videos. Then you will find yourself in the location - Sorting. You need to now go down a little and meet the Bison. After talking with him, it turns out that he and his colleague sowed vodka. You now need to make a 180 degree turn and go to the bar. In order to get to it, you just need to walk along the road and then turn to the right, or just follow the mark. The moment you turn to the right, you will see lonely people, go towards them, and then turn to the left. When entering the bar, look at the sign "Prologue", and then get closer to the military man standing in uniform - this is Hugo. After talking with him, this quest will be considered completed.

Second quest - Guide for the Colonel

After you find the Bartender and chat, you need to quickly go to Sidych. To take a shortcut: first exit the bar onto the highway. Then turn to the right and go into the tunnel leading up. Then go and visit Sidych and take with you a bottle of vodka from the box. After you talk with him, you will learn that the colonel is looking for a guide. Quickly head towards him along the shortest path: after getting out of Sidych’s lair, turn to the right, and then turn left. Thus, you will find yourself close to the loners you need to pass by in the passage of Stalker: Fallen Star. It is the mercenary's honor to run up the hill. Then cross the bridge and run out onto the road to then follow the mark. Once near the entrance, state that you have an important conversation with the Colonel. But you won't be allowed to see him. But in order to be allowed in, go to the bartender and talk to him. Having finished the conversation with the colonel, the test will be considered completed, but it will be recorded in your table as failed.

Third quest - Rent a room

IN this moment you will receive a message from Hugo. Then run to the bar, where you should find him and have a conversation. He will ask you to rent him a room. After talking with him, you can go to Sidorovich the same way. After talking with him, it will become known that his hands are tied by the gang of Kuzbas-Mandaras.

Fourth quest - Colt's Law

When you are home, throw all the awnings into a box, as they are no longer needed. Then go outside. There you will meet the chieftain of the gang. After shooting an arrow with him, go outside and move towards Sidych to increase your arsenal. But he will refuse you this. Continue the passage of Stalker: Fallen Star. Honor the mercenary by moving into the bar, because there Hugo will provide you with three throwing knives. On the way to the factory, be careful, because there are enemies on the right. Use a knife on them, and then pick up useful things. Then go into the factory building, climb to the third floor and throw a grenade there. Detonation guarantee -75%. When it booms, go to the bodies and examine them, and then stomp to Sidor, with whom you need to talk. On this note this stage ends.

Fifth and sixth quest - Two in the swamp

After talking with Sidych, it turns out that the fishermen do not communicate with each other. After talking with your friend, run to the puddle and find corpses there that need to be searched. You will have a specific task: to find what the grunts were looking for. But the thing they were hunting for was located near the excavator bucket. It is worth noting that it may not spawn immediately. However, after you talk with Sidor, head to the backpack, which lies where you need it. Now you will need to run through the walkthrough of Stalker: Fallen Star a little. Honor the mercenary, and then stand facing the bucket so that your back is to the excavator. Then use the camera scroll. Then take the xenoform out of your backpack and head to Sidorovich.
It is he who can tell what kind of xenoform it is. Then go to the cafe and tell Hugo about everything.

Seventh quest - Bratva

When you want to leave the Bar, your path will be blocked by a bandit who will say that the chieftain is eager to see you. You can go to Leha along a short path: first leave the bar, then turn right, and then drive until the bridge is in front of you. Get out and walk along it to the gorge, and then jump into it. Now we have a conversation with Lesha.

Eighth quest - Sniper

Now in the walkthrough of the Stalker: Fallen Star mod. Mercenary's honor you will receive a contract in which we're talking about about taking down the Sniper. After Lekha gives out the xenoform, head to Sidorovich. Only he can, in exchange for the xenoform, issue an SVD with two cartridge belts. Then go to the puddle. In order for the arrow to be activated, you need to find a document. Head to the shore and take a good look at everything there, find the bottle, and he will be lying next to it. After the document is in your hands, you can destroy the sniper who is holed up in the factory by the window at the very end on the right. Then go to the corpse, search it, and then report everything to Lesha.

Ninth quest - Cross the perimeter

After you enter the bar and find Hugo, go up and talk to him, because he can tell you information about the hiding places. Then head to the Bartender and, after talking with him, get the equipment at your disposal. Then find and talk to Kostya, who will issue you a pass to the ChEZ. After everything, head to the checkpoint. There in the walkthrough Stalker: Fallen Star. For the mercenary's honor, you need to hide the weapon in your inventory. Then put the pass in the pistol slot and move on without communicating with anyone. Then exit to Cordon.

Tenth quest - Chasing the Sniper

Now you need to go to the bunker where Sidor is holed up. After you rummage through the hiding place, you will realize that the Greek managed to visit it before you and cleaned everything out. After you exit it, watch the scene of the first hit in the PM. You don't have to shoot much at the TD if the Guide meets you at the Cordon. It can be found next to the fire, which is located near the Diesel Locomotive, which is near the tunnel. When you get close to him, kill the vampire your mentor turned into. Then you can read the PDA. Then take the transport to the factory. Before you reach the bridge, talk to the Svobodovite, and then watch what happens to him. Now you can get away from this terrible place and run across the bridge, trying not to run into a mine. And then go to the Landfill and cross it.

It is worth noting that in the further passage of Stalker: Fallen Star. Mercenary's honor, you can kill individual controllers up close, because the psionic strike is only active at a distance. Along the way, go to the checkpoint and talk to the Greek there. He will tell you that the mercenaries went to the TD. You need to go there too, go. Then you need to go around the Svoboda people near the bridge, which is near the bandits’ lair. I advise you not to go too close there.

Dark Valley and x18

Head to where X-18 is. Along the way you will see snorkels and jerboas. There is no need to kill anyone yet, in order to save ammunition supplies. And why, if you need to go out along a different route? Then you will be greeted by another mercenary, whose name is Arnold. After communication, kill everyone from behind. Then go to Arnold's body and take three pieces of paper and a weapon from him. Then go into the room, going up to the second tier. There, go under the pipe. Then go to the Landfill. And after it, run to the Sorting, where Lech is waiting. So he needs to pass this task.

Eleventh quest - Helicopter from Hell

During the passage of Stalker: Fallen Star. Honor of the mercenary, you need to go to the colonel and start a conversation with him about helicopters. He will talk about you going through and getting equipment for the contract. Then this equipment will be given to you on the floor below. Now you can return to the colonel and take the pass from his hands.

Quest 12 - Father Vitaly

Once in this place, head to where Hugo is now and talk. After the conversation, go to Sidor. It is worth noting that as soon as you step on the threshold, you will receive a message from Leha. After talking with Sidor, receive a photo. Then go to Lesha, because he will offer you a job. Of course, it’s worth taking it, and then heading past the stuffed vampire and opening the doors. Then walk a little through the tunnel, and then climb the stairs to the second tier. Having risen, go in search of Gena, talk to him. After the conversation, move to the Cordon.

Cordon

Once in this location, you need to go to the southern checkpoint to meet the conductor. Then go to the second floor to the military checkpoint, where “Satan” will be waiting for you. He will be your guide to the swamps. Follow him.

Swamp

When passing through this territory in Stalker: Fallen Star. Honor of a mercenary, you need to drive to the church, and then go up one flight of stairs, where Father Anufriy is already waiting for you. After talking, you learn that Father Vitaly has suddenly disappeared. Then go to Satan the Guide, who is marked in blue in the PDA. Having spoken, you should immediately go to the base. Once there, you will notice a bandit warming himself near the fire, go up and talk to him. He will tell you that Pope Vitaly went on foot to the swamp. By the way, it is worth noting that the bandos will want to become your guide to this lost place. Take advantage of his services, and once at your destination, rush in search of Father Vitaly, who has holed up in a house located in these swamps. After meeting him, do not rush to leave, but rather talk. You should listen to his long story, it will be very interesting. Then wound him.

Return to Sorting. Swamps. Search for xenomorphs and inverter.

"Helicopter from Hell"


We return to Colonel Copper at the Sorting. We tell him what we saw, he is shocked and asks his people to help him out. We receive equipment - Beryl and tactical assault rifle Colt M4a1 (to do this you need to go down to the armory).

It also gives JJ a high-quality normal pass, and we don’t throw away the old one - we need it, we carry it with us.
We are not leaving the Sorting - there is still work to do.
An SMS arrives from Lyosha Borman (if there is no SMS, then we go to him ourselves). We pass the sniper quest. We leave the cave, communicate with the warrior and learn a lot of new things over half a liter of vodka.

Next, we stomp to Hugo’s bar and tell him everything we saw. Next we talk to Sidor and he gives JJ a photo.

And again to Borman. He offers us a job. Let's take it. We go behind the stuffed bloodsucker and open the door. We walk a little through the tunnel and go up to the “second floor”, crossing along a narrow path to Gena.

He talks about the Krauts and their experiences. We understand that German awards, weapons, etc. Now we really need it!!!
Now you can safely go to the Cordon.


"Search for Father Vitaly"


On the second floor of the military checkpoint at Cordon we meet the Guide in the guise of an African-Ukrainian Satan. He takes JJ to the Swamp. Already in the Swamps, he sends the hero to the church and remains near the village. In the dilapidated church we communicate with Father Onufriy (he is on the second floor). Let's make it clear - now we need to find Father Vitaly and the search needs to start from the bandits' base (former CHN base).
Between things, you can have a little fun: in the cave under the railway bridge there is an artifact “Kolobok” and a faulty Vintorez (can be sold, or can be used in the future to repair the Screw from Hugo’s hiding place in the Abandoned Village).

Next - to the Conductor (the location is indicated on the map), he transfers to the "CHN" base. We talk to the bandit by the fire, then he says that he saw a priest who behaved inappropriately and was heading to the Witch’s Swamp. The bandit transports JJ to the crossing to the Witch's Swamp.
At the Witch's Swamp, we immediately go to the transition, which is visible on the map in the PDA.

Not far from the crossing, on the right side if you look at the map, there will be a house in which JJ’s slightly crazy father Vitaly is waiting.

A pistol shot in his leg helps him come to his senses.
IMPORTANT: he loses his weapon. We treat him, we don’t pick up weapons - after all, JJ has Ksyukha (AK-74u) in his backpack, which was mentioned earlier (the quest “Chasing the Sniper”). We run back towards the crossing. An SMS comes from Father Vitaly. After which we talk with the priest again and give the “Ksyukha”, we go for the weapon that Father Vitaly dropped and marvel at how the priests live and what kind of trunks they have.
An alternative way to get hold of a priest's trunk without losing it during dialogues: After being wounded, Father Vitaly throws away the “horse” barrel, we go down and pick it up, throw it back to the ground and pick it up again. All. Consider that he forgot about his gun. As an option, pick it up only after the second dialogue about Geiger. In return, you can give your priest your “Ksyukha”... for 12,890 rubles.


"Search for Geiger and his information"


We go to the Transition to the Abandoned Village.
We arrive at the Abandoned Village and immediately dive into a gap in the asphalt road. Geiger is hiding there.

Finally, reliable information appears and the goal is already looming. “The Changer of Faces” exists - he is more alive than all living things.
We leave Geiger, pick up “Moonlight” near the store and kill three burrers (in the small tunnel where the Sorting Bar is). In this cave we find an interesting backpack and a “Vampire” artifact.

Don’t forget about the cache from Hugo, which is also in this location and go to the transition to Amber.


"The Lost Commandos"


On Yantar new meeting with the Greek - he still lives in Sakharov’s former laboratory. After which we go, we boldly move towards Agroprom. You can, of course, drop into X-16, but there won’t be much use other than exterminating snorks, busting standard PM snoops and collecting a bunch of art - the teleporter almost at the very exit of the tunnel to Yantar will not let JJ go anywhere and will throw it back to the Yantar location near the complex .
At Agroprom our hero will immediately be met by Deadman.

After the conversation, you can run to the Military Base, but there is nothing special to do there except kill the controller there, transforming from a stalker.
Therefore, we go to the dungeons of Agroprom, where we see a standard set of three bloodsuckers, the “Sea Urchin” art... You can look into Strelok’s hiding place, not forgetting about the banner at the entrance.
We actually need to go to the laboratory dungeons from the game" Clear sky".

We are looking for Lieutenant Rönn, and along the way, in one of the tanks, we are “searching” the corpses of scientists for swag and hiding places.

Let's not be lazy and carefully inspect all three tanks. As a reward “for your attentiveness,” you can get your hands on an exoskeleton: +100 kg of carrying weight with the ability to run turned on!

We find Renna, talk with him and go together to the transition to Agroprom.

On Agro we follow the lieutenant. Rönn flies away on a helicopter that arrives, losing the PDA in the process. Here we understand that this was the second missing helicopter, which means Rönn was a ghost, like the helicopter itself.
So, Lieutenant Rönn flew away and we need to inform the colonel at the Sorting about this.


"Return to Sorting."
"The escape"


We come to Colonel Copper and report on the current situation. The situation is not so great, the colonel is annoyed, but he gives the money. This ends the conversation and the colonel goes somewhere. But bad luck... at the exit from the headquarters he is “beautifully” felled by a sniper.
Now JJ has two options:
a) quickly, very quickly run away from the base;
b) overpower all the amers, because the stupid warriors think that it was JJ who killed their regiment.
The destruction of the American warriors does not seem to affect further progress. The corpses are searched perfectly - the GG does not get sick and does not die. If we're lucky, we find a lot of Pindos interesting artifacts.

We leave the base and we receive an SMS from Lyosha Borman - we go to him.
Borman says that our affairs are bad and we need to wait it out, but the real pass from the amers is no longer valid. Therefore, we find an old pass, put on a Bandos jacket (given by Borman) and go to Sidor (he gives us a quest to find xenomorphs “Gifts from the Underworld” - 18 pieces in exchange for an inverter. The quest is very easy - you just need to run.
By the way, box No. 8 is located in the Agroprom underground)
ATTENTION! If you go to a bar during the game period between an SMS from Borman and receiving a task from him to go to the Swamps, then at the transition from Sorting to Cordon there will be inevitable crashes due to scripts.
We move to the Cordon using the first pass, since the pass from Copper, now deceased, is blocked and we go to the Swamps.
After this, the transition to Sorting is no longer active!

"Swamps... Swamps again..."


In the Swamps we stomp to the Afro-Ukrainian Guide, who again takes JJ to the bandits’ base.
The first thing we notice is that a salesman appears in a bar; you can sell him weapons at good prices, and later monster parts.

In this bar, you definitely need to talk to the bandits at the counter. One of them will offer to complete a quest to eliminate the newly-minted gang of competitors in the Swamps using only knives. We receive the quest "Cold Steel".

Addition from grekkvin: If you don’t take the quest “Cold Steel” in the Swamp, then Slouchy in the Red Forest will not have the second part of the dialogue about the van. There will only be a buyout option for 30,000 zul money.

"Cold Steel"


One of the most interesting quests is to eliminate 12 bandits using only throwing knives. To implement it, it is advisable to go under the station itself. There is an unpleasant moment: if the bandits start shooting and wound one of their own, then it is almost impossible to finish off the wounded person with a throwing knife - you will have to replay the game. Knives can be picked up after clearing the base.
You can refuse the quest. It seems that none of the players have established that this will affect the further passage of the plot (except for the previously mentioned clarification regarding the van).
At the bandits' base, you definitely need to talk to the Greek - on the second floor.
From him we receive a note from a German soldier with a mention of “Changing Faces” and, in addition, a dialogue appears from one of the bandits at the bar about captured orders.

We buy one trophy from him for 5,000 re, and we can get another one from his friend Prokhor. Here another quest comes up to find this very Prokhor - “Prokhor the Machine Gun”.
Immediately after this, a messenger appears from Lyosha, the leader of the bandits, and hands us “a Nimitsky trellis and orders us to find a certain Gosha Rezanny at the Landfill, who can take JJ to the warriors” (c).

After a dialogue with the Greek, in which he talks about how he drank with Father Vitaly, you need to take a walk to church. Father Vitaly appears there, after conversations with whom you can get an interesting brochure.


"Gifts from the Underworld"

Walkthroughs Stalker Shadow of Chernobyl: Walkthrough mod Fallen Star Mercenary's Honor

Preface.

Modification Fallen Star. Mercenary's Honor is a sequel storyline trilogy "Apocalypse". Events unfold after the unexpected ending of "Duty. Philosophy of War", which entailed many questions. The hero of "Fallen Star" is a mercenary named John-Joe, a man with almost no weaknesses, taciturn, balanced, without a sense of humor, capable of dealing with dozens of opponents practically with his bare hands. Almost without weaknesses - this is because he unselfishly loves money and religiously adheres to the unwritten code of mercenaries. And the player will have to really follow the concepts of honor of a mercenary.

Many decisions made and unexpected encounters in the mod lead to different plot twists and different endings to the mod.
- When starting a new game, a video telling the player is scrolled summary modifications Apocalypse, Search and Duty. Philosophy of war.
- Mercenary JJ appears in the Sorting location. You need to meet with a partner named Hugo. An entry in the PDA also reminds us of this; there is also a Journal section in the PDA, where the hero’s personal notes are entered.

DON'T NEGLECT VIEWING THE MAGAZINE!
- It contains information that helps to understand what is happening in the Zone!
- The hero only has a throwing knife in his pistol slot. A small nuance when throwing a knife. The knife hits a little to the right of the place where we are aiming, take this into account when throwing.
ATTENTION! We don’t throw away or lose the knife!
- How to start the car? In the main menu, go to “Options” - “Control” and assign a key to the “Ignition” function. Or - write in the console (to open the console in the game, press the key: ~/е):
bind turn_engine k... instead of the ellipsis, put a key that is convenient for you and press Enter. That is, if you write, for example, bind turn_engine kz in the console, then the engine will start with the Z key.
- By the way, when JJ becomes a master in statistics, he sees what is in random caches.
- Quest - “The Domino Principle” is completed under the condition of killing all stalkers “shifters” in locations up to the barrier! 120 "dominoes" must be destroyed when completing this quest. So you'll have to run in circles around the locks.
The Changer of Faces will enlighten JJ in more detail about the task “The Domino Principle” - in one of the endings.

Where can I get SEVU?

1. Sidorovich has it at Sorting - it occasionally jumps out in trade - as well as other different suits.

2. Dropped by a werewolf in the Dark Valley - near the transition to the Cordon

Where can I get PSZ-9Md Universal protection (Duty suit)?

1. In laboratory X-10 (transition from Radar, lower floor, (first door is decoy) behind the second code door (code -1)

2. Sidorovich has it at Sorting - it occasionally jumps out in trade - as well as other different suits.

3. PseudoBartender has his first time in the Bar - randomly

Tip from filoret on hiding places:

When JJ reaches the "master" level, there is a good opportunity to open caches. At the AC location there are a lot of NPCs Debt (corpses) of the “master” level, we run around them, opening caches just keeps pouring in (with some good swag). We leave the location and return back to the AC, organize a search again - it’s cool. The Red Forest and Limansk locations generally pleased us with swag.


First quest - Partner
Begin new game and watch two introductory videos. We appear on Sorting. We go down the hill and talk to Bison, from which we learn that he and his partner have lost vodka. Then we turn 180 degrees and go to the bar. To get to the bar, we need to go onto the road and turn right or just follow the mark. As soon as we turn right, we go to the singles and to the left (don’t miss it). Entering the bar, we see the inscription “Prologue” and approach a warrior in khaki uniform - this is Hugo. We talk and finish the quest.

Second quest - Guide for the Colonel
We talk to the Bartender, then run to Sidych.
Short way to Sidych: We leave the bar and go out onto the road. We turn right and try not to miss the tunnel to the top.
We go to visit Sidorich and take vodka from the box immediately in front of the entrance will come in handy... We talk to Sidor and find out that the colonel needs a guide. We run to the colonel.
Shortcut to the Colonel: We leave Sidych's lair, turn left and run past the loners up the hill. Then we run along the bridge, go out onto the road - and then follow the mark. At the entrance we say that we have business with the Colonel and they let us through. (They won't let you in until you talk to the Bartender). We speak with the colonel and finish the quest (Counted as failed)

Third quest - Rent a room
A message arrives from Hugo. We run to the bar. We talk to Hugo and he asks us to rent a room. We run to Sidorovich the old way. We go in and talk to him. We find out that Kuzbas-Mandaras’s gang is interfering with him.

Fourth quest - Colt's Law
We go home and throw all the awnings into a box - we won’t need them. We go out into the street and the gang leader is waiting for us here. We shoot an arrow with him. We go outside. and we go to Sidorich to buy weapons. Sidorich refuses. Either we go or go to the Bar - there Hugo will give us 3 throwing knives. On the way to the factory, an ambush awaits you on the left side on a hillock. We take it out with a knife and take the trash. We go into the factory and throw a grenade onto the third floor. Removal of everyone - 75%. We search all the unlucky ones and go to Sidor. We speak with Sidor and finish the quest.

Fifth and sixth quest - Two in the swamp and the Cache
We talk to Sidor and find out that the fishermen are not in touch. It doesn’t matter whether you answer “I saw it behind the factory” or “I saw them fishing.” We run to the puddle and see the corpses of the unlucky ones. We search and receive the task of finding what the fishermen were looking for. What they were looking for was where the excavator bucket was. It may not spawn right away. But after talking with Sidor, the backpack is always in place. So you might have to run. We stand facing the bucket - with our backs to the excavator and turn the camera down. We take the xenoform from the backpack and go to Sidor. Let’s give it back and find out what kind of xenoform this is. We go to the bar and report to Hugo.

Seventh quest - Bratva
Coming out of the Bar, a bandit blocks our way and says that the leader of the bandits, Lyosha, wants to meet with him.
Fast way to Lesha: We leave the bar, turn right and drive all the way until we see the bridge. We climb up, go to the gorge and fall into it. We speak with Lesha.
Eighth quest - Sniper
We are given a contract to kill Sniper. Lesha gives the xenoform. We go to Sidor and change the xenoform to an SVD with two magazines. Let's go to the puddle. In order for the script to work, which will spawn the sniper, we need to find a document. The document is located on the outskirts of the coast next to the flask. We take the piece of paper and take down the sniper. Located in the factory, on the third floor, in the rightmost window.

We are searching. We report to Lyokha.

Ninth quest - Cross the perimeter
We go to the bar and talk with Hugo and get information about hiding places. We talk to the Bartender and get the equipment. We talk with Kotya. From Koty we will get a pass to the ChEZ. Let's go to the checkpoint. We hide the weapon in the inventory. We put the pass in the pistol slot and go through without talking to anyone (you can open the iron door). Let's move on to Cordon.

Tenth quest - Chasing the Sniper
We are going to the bunker of our Fat Sider. We search the cache and realize that our chest was robbed by the Greek.
We go out and watch the scene of your first entry into the TC.
You don’t have to fight in the TD (X-18) if you meet the Explorer at the cordon.
Sits near the fire, not far from the Diesel Locomotive standing near the tunnel.
As we approach, we wet the bloodsucker that your mentor has turned into :)
Then we read the PDA

We are going to the factory, which is in front of the bridge. We speak with the freedom fighter. It's useful to see what happens to him.
We move away from the incident and run across the bridge, jumping over the mines. Next to the Landfill. Let's move on.

We destroy individual controllers close by - the psionic strike acts at a distance.

On the way, we go to the duty checkpoint and talk to the Greek. He says that the hires went to TD. We're going to TD.
We go past the bridge where we had to get out of the bandos’ base and go around the Svodovites. (It’s better not to approach.)

Dark Valley
We're going to X-18. We meet a horde of jerboas and snorkels. We don't kill anyone - we don't waste ammo. You still have to go out the other way. Let's go in. Arnold the mercenary meets us, we leave the dialogue, go behind the back and kill everyone. Well, whoever does it how it turns out. We take three documents and a pistol from Arnold's corpse.
We go to the room on the second floor. WHERE IN SOLYANKA IS THE PSEUDOGIANT. (Now there is a vert), we go under the pipe.

Then you are on your own - we move on to the Landfill.

Next we run to Lyokha for sorting. Let's pass the quest.

Eleventh quest - Helicopter from Hell
We go to the colonel and talk to him. We tell him about helicopters. He says to go get equipment for the contract.
We get the equipment on the floor below. We return to the colonel and take a normal pass.
Twelfth quest - Father Vitaly
We go to the bar and talk to Hugo. Then we go to Sidor. On the threshold we receive an SMS from Lyosha. We talk to Sidor, and he gives a photo. We're going to Lesha's. He offers us a job. Let's take it. We go behind the stuffed bloodsucker and open the door. We walk a little through the tunnel and go up to the second floor to Gena using a stone ladder. We speak with Gena. We're going to Cordon.

Cordon. We go to the southern checkpoint to meet the conductor.
We go to the second floor, a military checkpoint, where “Satan” meets us

He takes us to the Swamps.

Let's move on. To the swamp.
We go to the church and go up to the second floor - Father Anufry is standing there
We talk to him. He reports the disappearance of Father Vitaly.
We are going to the guide, Satan. It is marked in the PDA with a blue field.
We talk to him, he leads us to the base.
We arrive, we see a bandit (Arap) by the fire, we talk to him.
In the dialogue, he mentions that Father Vitaly went to the Witch's Swamp.
He also takes us there
Let's go to the witch swamp.

Next we look for Father Vitaly - we find him. We talk to father.
Listen patiently to his story - it is interesting.
Place of search for Vitaly's father.
He is located in a house in the swamp.
Don't be surprised, you need to hurt him.


Before reaching the transition, an SMS arrives from Father Vitaly asking him to return.
Let's go back he talks about Geiger in an abandoned village.
After talking with him, we go to the Abandoned Village.

Abandoned village
Thirteenth quest - Geiger
We follow the mark to Geiger. You can go to him in 2 ways - attached. We speak with Geiger. And we find out who that person was in the introductory video - Changer of Faces.

Amber
Quest Fourteen - Missing Commandos
We go to Yantar, then to the scientists’ camp. We speak with the Greek. We're going to Agroprom.

We speak with Svobodovets in a black suit. Located on the edge of the swamp, go straight from the transition from Yantar. Then we go to the dungeons, if you forgot where they are - I'm attaching a screenshot. We go down, pass through the electrical hall on the first aid kits, turn right into the passage. We go forward in the subway and look for Rönn. It's easy, so there's no screenshot.
We talk and follow the flyer. We go up with the Lieutenant and watch the arrival of the Vertukha and the disappearance of the flying fly.
Let's take his PDA.

And we go to Sorting - hand in the task.

Fifteenth quest - Escape
We report to the colonel. Here we do everything quickly - after talking with the colonel, we mentally remember him and get out of the base immediately.
If you stay a little longer, you will see how the Sniper kills the colonel and all the warriors attack you, we enter into battle.

Do not search the corpses. Get sick with the plague and die slowly. You can take weapons and take away ammunition from them. We're going to Lekha's. On the way, an SMS comes from him, the reason is that a sniper killed the colonel at the base and the soldiers think that it is you. We talk with Lyokha and go to the checkpoint (first change into a bandit’s jacket.). We move to Cordon and go to the swamps. We taxi to the conductor and go to the bandos base. We speak with the Greek.

Color=green]Sixteenth and seventeenth quests - Prokhor the Machine Gun and Gosha Rezany.
We will meet Prokhor in X-16, and Gosha at the Buffer Landfill. We go and talk to all the bandits in the bar (In the swamp). We definitely buy a medal for 5-8 pieces. We go to the witch swamp - an abandoned village - amber. I think everyone knows how to enter X-16. We go in and go down the stairs. At the very bottom will be Prokhor with an inventory. We run to the psi installation (in the original). We reach the very top and meet the Changing Face.

The worst is about to begin. Let's go to the tunnel. We go through the tunnel, near the hole in the grate we put the inventory in the pistol slot and move on. We are teleported and welcome to the Yantar-Buffer!

Amber Buffer - Transition to Military Depots
In front of you lies a wounded Duty soldier, Lieutenant Yakovlev.
We give you a first aid kit. We find out that we arrived on time.
We fight off the attack of the Geeks. (geeks live up to their name)
After completing the task, we approach Yakovlev and communicate.
We're coming SMS clear the base of Geeks. We follow the fighters.
We help the debt in clearing the base.
Before leaving, talk to Yakovlev, take the task to kill Chron, in return he will give you German medals.

We're coming SMS from Ivantsov to approach him.
We will learn a lot of interesting and useful things. We also receive a reward token
To fix our invector, Ivantsov advises finding Grishka Budulai in the warehouses.
In order to repair the invector.
We are moving into wild territory.
Let's deal with Chron.
Attention. Don't forget that you only need to kill him with throwing knives.
If the task is destroyed outlet It didn’t count - we ignored it and ran to the base.
We hand in the task.
We go to the landfill to meet Gosha Ryazanov.

We talk to him. We carefully read the dialogue.
He helps you open the transition to military warehouses.
He also asks to find “Brednya” on the farm for transfer of a flash drive and scanner.
Let's go.

Army warehouses
On the farm we find ourselves in a house Bradnya's corpse, we search it and find a scanner.
We go to the repairman Budulai at the former Freedom base.
There are only corpses of soldiers everywhere.
Let's go to the tunnel.

We meet Andrey Che.

Be careful here. We answer questions slowly and after thinking carefully.
At the same time, you will receive a lot of useful information.
We say goodbye to Andrey.

Let's go take out the Mercenaries (mercenary camp in the original game)
And the transition opens to ATP. Let's go there. And read the continuation below.

ATP
Here we are immediately greeted Bayda from the Svoboda group.
We explain to him that we are looking for Budulai.
We listen to the dialogue and follow the group.

Approaching the base behind the fighters, we communicate with Svobodovets Kremen

We talk to him and learn about the problem with food and bandits in the forest.


Let's get acquainted and have a friendly dialogue.
Next is another interesting character. Grover.

We will also get acquainted and find out the necessary information for us.
Let's go back to Bayde.
Let's find out everything about the truck with plastid (which you picked up along the way from the AS on ATP and bandits in the Red Forest.

In the same building we go up to the second floor.


And we meet Gromovoy. (Repairer)

We talk to him.
Now we’re on our way to the Red Forest to meet the brothers.

Option for the episode Catch up with the fugitives
After placing the flash drive in the cache of the SEARCH group and talking with the German, do not rush to leave the cultural center.
There is another dialogue with the German and after it one of the plot tasks.
When you go to the Chernobyl Nuclear Power Plant for the fugitives, there are two options for the development of events with the wounded.
This video shows one of the options that many people fail to do.

Many thanks to Hacker and http://stalker-worlds.ru for their help in writing the walkthrough

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