Secret paths 2 Pripyat. Help the Forester fight off monsters

Action Stalker has captivated all domestic and not only domestic players with its stories, quests and riddles. And really, how can you refuse to see unfamiliar places with your own eyes, which you wouldn’t go to in your normal life, and you’d hardly dare to, since it’s dangerous. All parts of Stalker force the player to go to the Zone and fight there for his survival and the survival of his comrades. And on the way there will be bloodsuckers, chimeras, pseudo-dogs and other mutants, so you need to think about every step, because it may be the last.

Stalker Secret Paths: What's new?

Game Stalker secret paths 2 opens up new horizons for the player in an unknown, constantly changing world. The plot of this version of the game tells us about the events that subsequently unfolded in the Shadow of Chernobyl and does not depart from the plot of the first Trails. All the questions that tormented the player on the motive: “Why did the main character end up in the Zone” will now be resolved, since it is the second secret paths of the Stalker that explain the reason for the appearance of the main character in the Zone. Since Stalker: Secret Paths 2 is the second part of the mod, here you can see improved graphics, redesigned quests, changes in quest NPCs and locations, improved music and much more that will only please the user. If we again compare the newly released addon with its predecessor - Secret Paths, then the first part loses significantly, and in general today it is difficult to find a good mod that would allow you not only to remember how fun it was to go through this or that game and again meet your already beloved heroes, but would also force you to plunge headlong into your world.

Quests in Secret Paths 2

The quests are more thoughtful and even interesting. After all, it is while carrying out tasks that we see how the most famous and constantly warring groups “Duty” and “Freedom” settled in the Zone, how traders and bartenders took their positions. And all this is not without the participation of the main character - Strelok, who is looking for his missing brother. The quests will not be anything special and, as before, you will need to shoot someone or

to get something in return. You will have to walk along secret paths carefully, because in addition to all the known mutants, new ones have been added here, which will have their own characteristics and weaknesses. The deserted places of Stalker, which are so familiar to us, have also been replenished with new locations. The beginning of the game takes place in the “Dead City”, this is where Strelka’s difficult path begins. But in Stalker TT2 you can do more than just quests. The player's mind will be occupied with questions such as finding the best weapon or armor. One of the most interesting innovations of Stalker of Secret Paths is the betting system. The principle of playing on it is the same as anywhere else, and the bookmaker will happily accept your bet. Sweepstakes can be one of the options for how to quickly earn money, unless you lose everything to the will of excitement down to the last penny.


Developers of the new stalker secret trails 2

It is thanks to Secret Paths that Stalker has become more rich and thoughtful. And thanks to the good work of the developers, they are fun to play. The developers of Stalker secret trails 2 were Antreg & Dimos, Erlik (Garry_Galler) & Stalk15, as well as Gruber & Amik & Ruvin. Despite the rather crude first mod, players liked the idea of ​​learning something new and going through another branch of the well-known plot. Demand creates supply and on February 13, 2011, Stalker Secret trails 2 appeared on public display. Game critics immediately noted how mod Paths 2 Stalker really interesting and gave him only the highest marks, which is quite fair.

Stalker secret paths 2 – torrent

Having become familiar with all the advantages of the new addition to one of the most beloved domestic games, many people will decide to go and check for themselves how true all of the above is and how interesting it really is? In order to enjoy the gameplay, just download the game client and follow the further instructions of the Installation Wizard. One of the most convenient and fastest ways to get a client is to download Stalker Secret Paths 2 torrent, after which you can fully explore all the unexplored areas, and also meet new characters.

S.T.A.L.K.E.R: Shadow of Chernobyl - Secret Paths 2 (Help in passing the mod, tips).

Guys who were not indifferent to this topic had a hand in this development, thanks to them: a185, MAV, strog5670, borman, radeon-amd, ALEKSEY_81 and Stalkersof from the site http://www.re-aktor.ru/

Check the PDA often, there are most of the answers to your questions (tasks, dedicated search zones, etc.).
- On your first foray into Pripyat, on the way to the transition there, do not miss the Diary of guide Krol, a necessary thing.
- The gravity gun opens doors with combination locks, right button;
- The Paramedic’s special sawed-off shotgun perfectly shoots down a helicopter and explodes armored personnel carriers, it’s a pity there are only three cartridges;
- I recommend, in order to avoid losing your acquired swag, to put it in a bag before meeting Varyag;
- Before the assault on the Bar by Duty, you need to take a flash drive from the Doctor for the Pathfinder and bring the Superconductor art to the Pathfinder, otherwise he will leave the BAR and the transition to the Dead City will be lost. Accordingly, previous quests from the Pathfinder must also be completed. It is also necessary to complete all the quests of Borov and the Count - after the storming of the Bar they will also leave;
- Before receiving the transfer to Yantar from the Count, do not try to get there, otherwise you will not be able to get out.
- An Informant can help you find Semetsky’s hiding place if you are missing parts of the map. But with the obligatory condition that you have the 2nd and 8th fragments of the map.

BASIC passage tips

* Read the dialogues carefully. In addition to the actual quest information, the characters provide a lot of interesting and useful information. Take notes or screenshots of conversations.
* Look into all the holes. The item you need, even if you don’t need it yet, can be anywhere. Even if you have already looked somewhere, don’t be lazy to look there again, something might have changed after receiving the next task.
* Carefully inspect all corpses. And those who were killed themselves, and those who died at the hands of others, and especially those who simply meet along the way. Corpses often contain quest items or documents.
* Jumping on the teleports and roofs of Chernobyl Nuclear Power Plant-2, break all the boxes that come along the way. You can “pack” well right at the start of the game.
* Try not to grab radiation unnecessarily. It’s easier not to get the dose than to remove it from the body. There is almost always an alternative route that bypasses contaminated areas.
* When fighting mutants, always try to climb higher, so it will be more difficult for the monsters to reach you, and you will be able to shoot more accurately in a calm environment.
* Try all the weapons you find and earn. The characteristics of the weapon may be completely different from what you remember from other games and mods. For example, a barrel may cause significantly more damage or suffer less wear and tear when fired.
* Even if you don’t like the trunk or it doesn’t fit, don’t rush to leave immediately, anyone can be useful for completing some quest.
* The same applies to artifacts, even if the art is not so great in terms of properties, it may be needed to complete the next task.
* Not all nychki are reliable for storing swag. The characters enjoy climbing into them, they especially like the trunks and artifacts. Installed backpacks (especially those with psi locks from merchants) provide significantly more guarantees.
* Complete all quests that the characters give you. This way you can earn good swag, transformation recipes, and new transition points between locations. All this will make life in the Zone much easier.
* When completing a quest to eliminate a character, do not try to kill him right away, try to talk with your target, in case the issue can be resolved differently.
* Don't put off completing quests for too long, anything can happen in the Zone. For example, a quest character will disappear or die, or a temporarily induced transition to another location may stop functioning.
* Repairs of slightly worn weapons and armor can also be carried out in field conditions; repair kits are at your service. They can be found at merchants, or earned.
* The cost of goods in the Zone is not always the same, do not rush to immediately buy something for future use, the necessary item in a neighboring location may turn out to be much cheaper.
* Remember or write down the assortment of traders, and especially what they exchange and for what, this information is not in the PDA.
* It makes sense to storm the Military Base at the Warehouses, the Southern Complex at Agroprom and the Newcomer Village at Cordon alone, and only then take on quests for the assault. This way, more characters friendly to you will remain alive, and with them their quests and rewards for completion.
* If quest mutants do not appear in the specified location, then perhaps they are night monsters or, conversely, daytime monsters. Their appearance can be tied to the time of day. Come, respectively, during the day or at night.
* It is better to search for artifacts at night, they glow and are visible from afar, but it is better to search for non-luminous objects during the day.
* If during the process of cooking artifacts you get a cobblestone, do not rush to sell it or restart the cooking. We may also need cobblestones.
* It is better to start the assault on the BAR only after the quests of all the characters from the BAR have been completed.
/\/\/\/\/\/\/\/\/
If you find it, don’t rush to throw it away or sell it, you don’t know when you’ll need it;)
* Night Star (2 pcs.) or Tail of the Dog (10 pcs.), for the Paramedic, in Pripyat.
* Snork’s foot (8 pcs.), for Monolithic, at Chernobyl Nuclear Power Plant-2
* Assault Abakan, for the Prince, in the BAR.
* Scientific suit of Mercenaries, for Lefty, at Agroprom.
* Thunderstorm, for Lefty, at Agroprom.
* Grandma Burer's beads (1 pc.), for Kruglov, on Yantar.
* Fireball (4 pcs.), for Dan, on Yantar.
* Mica, Soul, Goldfish, Crystal, Ruby Battery, Flash, for Lefties, in Army Warehouses.
* Fire Soul for Lefty, in Army Warehouses.
* Monpensier, for the Stalker in the Bloodsuckers Village, at the Army Warehouses.
* Tears of the Chimera (2 pcs.), for the Informant, in Army Warehouses.
* Crystal Bush Bengal, for Informant, at Army Depots.
* Crystal (2 pcs.) for the Bartender, at Cordon.
* Vodka (6 pcs.), 3 for the Antiquarian, in the BAR and 3 for the Fan, on the Cordon.
* Golden Chunk (2 pcs.) for the Fan, at the Cordon.
* Medusa, required for the operation of one of the repair kits. Repair of one barrel - one Medusa.
* Cat's Tail (3 pcs.), Burer's Hand (3 pcs.), Poltergeist Eye (3 pcs.), Ruby Battery, for the Swamp Doctor, in the Swamps.
* Crystal Soul of Bengal (5 pcs.) or Cobblestone (5 pcs.), for upgrading costumes.

In addition, you can exchange a lot of useful things, such as Ammunition, Armor, Weapons and Medicines, from Merchants for various artifacts and mutant parts.

A185, the master of the Reactor, kindly provides you with his recommendations regarding the safety of the swag: “on the advice of friends,” I make dumps right in the BAR.
Nothing has ever gone missing, even without security locks.
In other locations there are a lot of nooks that no one bothers with anyway.

Army Warehouses: The hatch is to the left of the entrance to the base.

Landfill: Pipe on the slope of the Northern pile.

Agroprom: Pipe in the blocked entrance.

Cordon: Sack in the Stones, near the Newcomer Village

Dark Valley: Bag in the viaduct in front of the X-18 entrance

Walkthrough description

Start.
















Now forward.

































































- Talk to the Fan;





















































- We meet the Pathfinder and the Happy End begins, which makes no sense to describe, everyone will make their own decision - enjoy the game!
Walkthrough description
Start.
- We appear on the bus in the Dead City, in front of us is the Forester - we go with him to his house in the Forest location. He asks to bring the Mandrake root, we bring it, we talk further;
- The forester asks to find Associate Professor Vasiliev, we do it;
- Associate Professor Vasiliev asks to take him to Yantar, we lead him (follow him closely). Near the lake we speak again and go into the lake, we speak again, we get a transition to Yantar;
- We appear on Yantar, it is necessary to repel Vasiliev from the Zombies, we repel;
- We go to the Bunker, but first we need to talk to Dan;
- Let's go talk to Sakharov, he will give medicine for the Forester and a transition point to the Forest;
- We bring the medicine to the Forester, talk to him, he asks to bring a box of provisions from the Dead City, we go to the MG (following the sign on the map);
- In the MG, the “wanderer” Yurko Izotov meets us, we say, he leads us to Leila;
- We come to Leila, we say, she asks to help the Demon (in the PDA the character’s location mark);
- The demon asks to clear the five-story building from Zombies (let’s go, clear everyone up to the fifth floor);
- We go to Leila for the Forester’s box, she gives it back and sends it to Yurka Izotov, he takes us to the transition to the Forest;
- We give the box to the Forester, we say, he asks to bring three Mandrake roots from the cave (there is something else in the cave), we bring it;
- The forester pays, a message comes from Leila, we go to the MG;
- We speak with Leila, she sends us to the guide Grig (listed in the PDA);
- Grig asks for 10 tails, let's go deal with the dogs;
- We give the tails to Grig, he sends us to the MG catacombs, the entrance location is indicated in the dialogue;
- We go down into the catacombs, look at our feet, and move on.

Now forward.
- We come to our senses on a bus in Pripyat, in front of us is the Monolithic Mervin, he gives a task, we go and complete it, we come back;
- We get into the Sarcophagus, go to Charon, talk, asks to clear the lower floors from the Burers and find the Decoder, go - clean it, find the decoder, return;
- Charon asks to clear Chernobyl NPP-2 together with Solomon’s brigade, we go to the transition (indicated in the PDA);
- We meet with Solomon, we go, we clear out the Infidels, we collect everything from them, we go and report to Charon (the transition is nearby);
- Charon asks to clear the Monolith Control Bunker from the creatures, we do it (transitions are indicated in the PDA);
- We run to Solomon, take the task to search for three cases, look for the tags in the PDA, bring it;
- We immediately take tasks from Solomon - to bring a box of food from the Gastronome in Pripyat, and also - to bring a container with medicines from Chernobyl NPP-1;
- Roma Bayonet is standing next to Solomon, we take the task from him to bring 8 stacks of Snorks, we can drive them right there, or we can collect them in Pripyat. Another fighter is hanging around nearby, he asks to quietly bring vodka, we agree and go to Charon;
- Charon sends him to Mervyn for training (he waits near the Monolith). We are undergoing training;
- We come to Charon, he sends us to Pripyat to the Doctor or his assistant to take medicine;
- When leaving the Sarcophagus, we meet the Deacon, asks for help - we help (it is advisable for the Deacon to pick up the weapons of the killed enemies or sell him the barrel, then you will need it);
- We talk with Dyak, he gives a hint for a container with medicines for Solomon, we go to Pripyat, along the way we pick up a container for Solomon, it’s simple;
- At the stadium we meet with the Paramedic. For medicine, he asks for two “Night Stars” or dog tails (two Stars can be found nearby, and the tails run);
- In the Gastronome we take a box with food for Solomon, go to Charon;
- We hand over quests to Charon, run to Solomon, hand over what we found, and receive gifts. We give the feet of Snorks to Roma Bayonet, go to Charon;
- Charon asks to find Mahon and help protect the Base in Pripyat from the Mercenaries, we run to Pripyat;
- Mahon asks to clear the House of Culture (Makhon himself must survive), we do it;
- We speak with Mahon, now he asks to clear Lenin Square, we carry out it, hand over the task, go to Charon;
- Charon sends Mervyn to the Pripyat Hotel to continue his studies. We learn new lessons, go to Charon;
- Charon sends Dyak to interrogate a spy at Chernobyl NPP-1. We interrogate, the Dyak kills the spy, we return to Charon;
- On the way to the Sarcophagus, an SMS comes from the Paramedic, we run to him;
- The Paramedic asks to release the Ghost (mark in the PDA), we release, accompany, report to the Paramedic and go to Charon;
- Charon asks to kill the Phantom - let’s go;
- When leaving the Sarcophagus, an SMS comes from the Paramedic, we go to him;
- We receive the task to protect the Ghost, we talk to him, he asks to bring a Map of the underground communications of Pripyat and the Chernobyl Nuclear Power Plant;
- We go to the Monolith Control Bunker, killing everyone along the way. If it works (not necessarily) - we recapture the Modified VAL from Mahon or try to wound him and heal him so that he becomes a friend (repairs and exchange “from Mahon” will be available);
- When entering Chernobyl NPP-2, Solomon robs us and helps us, we go to the Bunker for the map;
- In the Monolith Control Bunker we look for a map, take it, take it to the Ghost;
- At the exit, Solomon is waiting for us, asks us to give the parcel to his daughter, we agree, we leave;
- We give the card to the ghost, he sends it to Fang, let’s go;
- Fang leads us to the transition to the Swamps, we return to the Ghost, get the Gravity Gun and go to the Swamps to see the Doctor.

The Doctor asks to find and destroy the Swamp Thing, we do it;
- We go to the Checkpoint to Grieg, he sends to Kent for measurements. We accompany, clear, return to Grieg and get the transition to the Forest.

When we appear in the Forest, we help the Forester fight off the Cats. Sends to the Hunters.
- Let’s go, talk to Sutuly, he sends him to the Greek, we help kill the wild boars;
- We’re going with Zakhar (on the way to the transition, you need to let the dogs bite Zakhar, then he becomes a “green” friend and there should be no problems in the future), we came, we say, he gives a letter for Sokolov and the transition to the Army Stores;

At the Army Warehouses, we approach Lukash, asks for help in capturing the military Base, we help (when clearing the Base, we take away a stunning gun from military commander Belchuk), go to Lukash, and report. When storming the base, it is important that some quest characters (for example, Cap) do not die, otherwise the plot will stop. You can cheat and clear the base before talking with Lukash, leaving only a couple of warriors alive, including Belchuk;
- Lukash asks to recapture the Barrier (Kep must survive). We take the modified VAL from the commander of the soldiers on the Barrier.
- We report to Lukash. We receive a request to find and persuade Master Lefty.
- We go to the Informant, asks to find a “Special Folder” at the Freedom Base, bring it (we get a transfer to the BAR and back);
- The informant asks to take the grub to the diggers at Radar, we carry it (we get a transfer to Radar and back);

Sviblov asks to take down the Super Bloodsucker, we do it;
- Sviblov asks to catch the thief, we kill Fedya the Robber and report. Regarding the Amulet, we head to the Wanderer, he is standing nearby, we say, we receive the task of finding six Amulets;
- Sviblov asks to bring the System Book and Documents from the X-10, let’s go and bring them;

We go to the Bar, at the entrance Zhenya Ninya demands money for passage (we pay constantly, it is fraught with a change in relations with the Bandits and failure to complete many quests);
- In the Bar we talk with Borov, he sends it to the Count, from Potapov we take the task of finding parts of the instructions for the Minigun;
- The Count asks to find boxes and documents from the helicopter, we do it;
- The Count asks to find the Prince’s weapon and take it to him to the Radar, we do it;
- The Prince sends to the Army Warehouses to pick up boxes and documents from the second helicopter, we find them and take them to the Count;

We find Sokhaty on the territory of BARA, we say, we go to the Prince;
- The prince asks to find his Winchester and deal with the debtor Zheka at the Landfill;
- We talk again with Sokhaty and find out where to look for the Prince’s hard drive;
- We go to the BAR, we take the task from Arkasha the Spirit to fill up Noodles;
- At the Landfill we look for Noodles and deal with him;
- We are looking for Zheka and learn from him about Semetsky’s Cache;
- We are looking for a Tankman, we agree to his terms;

We go to the Dark Valley, help Debt fight off the Bandits, report to General Voronin, he sends him to the Captain;
- We speak with the Captain, he gives a tip to Mohammed through the merchants and asks to take the Walkie-Talkie to Zakhar;
- Voronin asks to clear the territory of X-18 from creatures, we do it, we run after the Prince’s Winchester;
- Voronin asks to find Zhila, we find him. We negotiate for him and get a tip on a bandit's snare;
- We find the Bandit Nychka, go to Voronin (he gives the transition to the Cordon and back);
- We go to Petrenko, asks to destroy the Swamp Crawlers, we do it;
- Let's go to the X-18 for the Tanker. We find what we asked for and something else.

We go to the Landfill, give the Tankman Thunderstorm and Krol's Diary;
- We go to the Prince in the BAR, give what we found and the money for Zheka, take the task for the Bag of Plan;
- We go to Sokhaty, hand in the task;
- We go to Borov, find out where the Antiquarian is and get the task of finding the Courier;

We go to the Army Warehouses, find a Bag of Grass and bring it to the Prince;
- We go to Voronin to find out about the Courier, he sends to the Abandoned Factory;
- We free the Courier, find out where to look for the PDA for Borov, we go and search, an SMS comes from Borov.

We go to Agroprom, help the Demon, talk to Lefty (we bring what he asks);
- We speak with the Demon, agree to the request;
- We go to the dungeons to Varyag (I recommend, in order to avoid losing your acquired swag, to put it in a bag before meeting Varyag), we go through 4 Circles of Varyag;
- We carry the trunks to Petrenko, he gives a gift for Bes, we must give it to its destination;

We go to the BAR to Borov, he sends to Lukash, we go;
- Lukash asks to bring the Radioactive Container, we bring it, an SMS comes from the Ghost. Lukash asks to clear the Checkpoint at the Army Warehouses, we do it;
- We talk to the Miser, he asks for bread and tells where to find it;

Let's go to the Ghost. He sends it to the Magician, then everything is clear, we carry it out;
- We go to the Ghost, he asks for a Box of Dynamite, we find it, we bring it;

We go to the BAR to the Prince, asks to cover the Cross, we do it, we report;

We go to the Cordon, help Tolik, talk to the Wolf, do whatever he asks;
- Talk to the Fan;
- We go to the Bartender (we give Solomon’s parcel), he sends it to Varyag;
- Varyag talks about Yarofeev, we go to the Bartender, he sends us to talk to the major, we do it, kill the major, report to the Bartender;
- The bartender sends Sidor to the Peacekeeping Corps;

Sidor asks to go to General Smith and talks about Mohammed and the Baker;
- The baker asks to bring flour, we agree;
- General Smith sends to Colonel Brown, he gives the task to find the missing Corporal Foster, we search, we bring;
- Brown asks for help to regain control of the Base, we do it. Asks to find the trace of the missing reconnaissance group at the Factory, we find it, report to General Smith;
- An SMS comes from Sidor, let's go to him. Sidor gives a letter for Bartender, talks about Mogomet and directs him to Yantar;
- Through the Baker’s passage we run for flour, going through the BAR, we talk with the Pathfinder, we agree. We find bags of flour and bring them to the customer. We give it back, find out where to get such a Gravity Suit and take on the task of bringing a toolbox;
- We go to the Bartender, he gives the task to find documents in X-16 and bring everything to Fang;

We go to Agroprom, meet with the Doctor and take the box for the Baker;
- We go to the Pathfinder, he asks to find the “Conductor” art and meet with the Lector;
- We go to the Count, he gives passage to Rostock and Yantar. Directs to Caesar;
- We go to the Army Warehouses to give the Miser the promised bread, he asks to find a case for him in Rostock, we agree;
- We give the Gravity Suit to the left-handed person for an upgrade;

We go to Rostock, there we prepare the necessary art, we find a case for the Miser and a Bioradar;
- We go to the “Railroad Workers”, complete their quests, it’s simple;
- We go to Yantar, approach Den, he asks to clear the X-16, we carry it out;
- We give the flash drives to Caesar and fulfill the request on the third document, we fulfill it. It is necessary to take the document and PDA to the Count;
- We take the task from Sakharov to talk with Sviblov and put tags on the Mutants;
- Kruglov asks for the “Heart of the Controller”, we agree;
- We go to the “Railroad Workers”, give 3 helmets, talk to the Lector, agree;
- In Rostock, we mark the Pseudo-Giant and get the Liquidator art for the Pathfinder, carry it, give it back;
- We go to the Count, we receive a task for Fang and a tip to go to the Dead City;
- We go to Lefty and Miser, we give what we promised;
- We go to the Informant, take the task for the Crystal Soul of Bengal + Tears of the Chimera;
- Let’s go to Sviblov to find out about the crazy scientist, he sends for the Special Barrel;
- Let’s go to the Baker to give him a box of tools;
- We go to the Cordon - we mark the Bloodsucker;
- We go to the Dark Valley - we mark the Bald Chimera;
- We go to Agroprom, look for the “Heart of the Controller” for Kruglov, carry it, give it back. He asks to go to Voronin, we agree;
- We hand over the task with tags to Sakharov (we get a transfer to the Radar and back), he asks to eliminate Doronin, we go to Den;
- Den says where to look for Doronin and exchanges the sniper rifle for artefacts;

We go to Voronin, along the way we bring the “Heart of the Controller” to the Lector, he will tell you where to look for the “Snake Eye”;
- We give Voronin the Case, he sends it to Petrenko, he asks for a modernized RG-6, we agree and complete everything according to the quest;
- We go to the roof of the X-18, take a position, eliminate Doronin, go to Sakharov and Kruglov;

Kruglov gives a Special Gun for the crazy scientist, and Sakharov asks to find a Laboratory Assistant (we get a switch to Agro and back);
- At Agroprom we find the remains of the Laboratory Assistant, take the device, take it to Kruglova;
- We talk to Dan, he asks for three disks, we find them, we bring them;

We go to X-10 for the Scientist's Diary - it's simple;
- We run after the “Snake Eyes on the Radar”;
- Next to the Informant, we hand over the “Crystal Soul of Bengal” and “Tears of the Chimera”, we receive what was promised for them;

We go to Sakharov, give the Scientist's Diary, he sets up the Helmet;
- We go to X-16, find a laptop and something else;
- We take what we found to Fang, he directs us to X-18, talks about the PDA for Borov. The monk says when and for what you can get PDA for Borov;
- Let’s go to Bar, give Potapov the docks for the Minigun, find out when to pick it up;

We go to X-18, pick up the flash drive and something else, take it to Fang, he asks us to take what we found to the Bartender, who still has business with us;

We go to Sviblov for passage to the Dead City (on a tip from the Count), he asks to find Karina, we go to Leila;
- Leila sends to the Forest to the Forester;
- The forester sends to the Hunters, we give Zakhar the Walkie-Talkie from Sokolov, we talk with Sokhaty about Karin, he gives the coordinates.
- We free Leila, take her where he says, find the PDA, move on until we cross to the Swamps;
- In the swamps we talk with the Doctor, he gives a flash drive for the Pathfinder;
- We go to the Dead City and immediately meet Fima, talk and go through the Army Warehouses to the Pathfinder;
- We go to the Army Warehouses to pick up the “Superconductor” art, PDA for Borov, we find it, we bring it;

We go to the Bartender, he asks us to take the letter to Voronin, we do it;
- Voronin gives the transition to the Peacekeeping Corps and back, we go to the Merchant Spit;
- The bartender again gives the letter to Voronin, we carry it, he gives an answer for Sidor - we carry it;
- We speak with Sidor, he asks for help in capturing the BAR. On the way out we meet Mohammed and say:

We go to the BAR, we clear everything according to Sidor’s scenario... We accompany Voronin to the headquarters;
- We go to the Bartender, he thanks for the help and directs us to the Doctor through Fang;
- In the Dead City we talk with Leila and go to the Doctor;
- The doctor asks for parts of the monsters, for which he will open the passage to Pripyat, we look for them, we bring them;

In Pripyat we meet with the Paramedic, fulfill the request and head to the Monolith Control Bunker;
- In the Sarcophagus we find Semetsky, we communicate, we find out where to look for Brother;
- At the entrance to the Monolith Control Bunker we meet Solomon and fulfill the request;
- We meet the Pathfinder and the Happy End begins, which makes no sense to describe, everyone will make their own decision - enjoy the game!

Map of the game world Zone

Transition points: permanent and one-time use

Agroprom

Army Warehouses


Bar


Swamps


Cordon


Forest


Dead city


Peace Corps


Radar


Dump


Dark Valley


Chernobyl Nuclear Power Plant


Amber

I would like to immediately note that when receiving transitions (applies to
disposable), it is advisable not to delay the possibility of using them
take advantage of. It has been noticed that they may disappear if you finish
some other quest not related to the transition. Example from *antreg*:
"When receiving a transfer to the MG from Sviblov, do not delay the execution
quest, the transition is limited in time and then disappears!"

W22; Transition Cordon - Landfill (permanent transition);
W22; Transition Cordon - Dark Valley, given by Voronin (transition permanent);
W22; Transition Cordon - Peacekeeping Corps, given by the Bartender (transition

W22; Transition Cordon - Agroprom, gives Pathfinder (transition permanent for art
Conductor)

W22; Transition Peacekeeping Corps - Cordon, gives the Bartender (transition
constant when he sends with a letter to Sidorovich);
W22; Transition Peacekeeping Corps - BAR, given by Baker (transition permanent,
when he sends for flour);
W22; Transition Peacekeeping Corps - Dark Valley, given by Voronin (transition

W22; Transition Landfill - BAR (permanent transition);
W22; Transition Landfill - Dark Valley (permanent transition);
W22; Transition Landfill - Cordon (permanent transition);
W22; Transition Landfill - Agroprom (permanent transition).

W22; Transition Agroprom - Yantar, gives Kruglov (transition permanent, for search
assistant);
W22; Transition Agroprom - Landfill (permanent transition);
W22; Transition Agroprom - Cordon, gives Pathfinder (transition permanent for art
Conductor).

W22; Transition Dark Valley - Landfill (permanent transition);
W22; Transition Dark Valley - Cordon, given by Voronin (transition permanent);
W22; Transition Dark Valley - Radar, given by the Informant (transition permanent
for the art Tears of the Chimera);
W22; Transition Dark Valley - Peacekeeping Corps, given by Voronin (transition
permanent, at the request of the Bartender).

W22; Transition BAR - AS, given by the Informant (transition permanent);
W22; Transition BAR - Landfill (permanent transition);
W22; Transition BAR - Peacekeeping Corps, given by Baker (transition permanent,
when he sends for flour);
W22; Transition BAR - Rostock, given by Graf (transition is permanent when sent with
three flash drives to Caesar).

W22; Transition Rostock - BAR, gives Graf (transition is permanent when sends with
three flash drives to Caesar);
W22; Transition Rostock - Yantar, gives the Count (the transition is permanent when he sends
with three flash drives to Caesar, the transition must be discovered based on a tip from the Count);
W22; Transition Rostock - AS, gives Pathfinder (one-way transition, for art
Conductor);
W22; The transition to the "Railroadmen" (outside the location) is given by the Pathfinder,
when he sends to the Lector;
W22; The transition from the "Railroad Workers" (to the Rostock location) is provided by St. John's Wort.

W22; Transition Yantar - Forest, gives Sakharov (one-time transition, near
bus in the lowlands);
W22; Transition Yantar - Radar, gives Sakharov (transition is permanent, for
completed task "tags on monsters");
W22; The transition Yantar - Agroprom, gives Kruglov (the transition is permanent, for
murder of Doronin);
W22; Transition Yantar - Rostock, given by the Count (the transition is permanent when he sends
with three flash drives to Caesar);

W22; Transition AC - BAR, given by the Informant (transition permanent);
W22; Transition AS - Radar, given by the Informant (transition permanent, supplies for
diggers);
W22; Transition AC - Yantar, gives Pathfinder (one-way transition for art
Conductor);
W22; Transition AC - Dead City, gives Pathfinder (transition permanent for art
Superconductor).

W22; Transition Radar - Pripyat, given by Lukash (transition is permanent, for
radioactive container);
W22; Transition Radar - AS, gives the Informant (transition permanent supplies for
diggers);
W22; Transition Radar - Dark Valley, given by the Informant (transition permanent
for the art Tears of the Chimera);
W22; Transition Radar - Yantar, gives Sakharov (transition is permanent, for marks on
monsters);
W22; Transition Radar - Dead City, given by Sviblov (transition is temporary, it is necessary
find Karina).

W22; Transition MG - Pripyat, given by Grieg (one-time transition, where to look -
described in the dialogue);
W22; Transition MG - Forest, given by Yurko Izotov (one-time transition, indicated in the PDA);
W22; Transition MG - Swamps, the Doctor gives (the transition is permanent, take the flash drive
Sedopyt);
W22; Transition MG - Army Warehouses, gives Pathfinder (transition is permanent, for
art Superconductor);

W22; Transition Forest - Yantar, given by Associate Professor Vasiliev (one-time transition in
lake at the Forest location);
W22; Transition Forest - MG, given by Forester (one-time transition, indicated in the PDA);
W22; Transition Forest - Swamp, given by Karina (transition permanent, for help in
accompanied).

W22; Transition Swamp - Forest, given by Grieg (one-time transition, for completing
measurements);
W22; Transition Swamp - Dead City, given by the Doctor (transition permanent,
take the flash drive to the Pathfinder);
W22; Transition Swamp - Pripyat, gives the Doctor (transition permanent, bring
monster parts and art).

W22; Transition Pripyat - Chernobyl NPP-1, in PDA (permanent transition, at the stadium);
W22; Transition Pripyat - Swamps, gives Klyk (permanent transition, in five-story buildings
behind garages);
W22; Transition Pripyat - Radar, gives Lukash (transition is permanent, for
radioactive container).

W22; Transition Chernobyl-1 - Pripyat, in PDA (permanent transition, through the gate);
W22; Transition of Chernobyl NPP-1 - Sarcophagus, given by Charon (the transition is permanent, indicated in the PDA);

W22; Transition Sarcophagus - Chernobyl Nuclear Power Plant-2, gives Charon (transition is permanent, in PDA
indicated, behind the Monolith);
W22; Transition Sarcophagus - Chernobyl NPP-1, gives Charon (transition is permanent, in PDA
indicated, located on the lower level of the Sarcophagus, in the room with the broken
spiral staircase);

W22; Transition of Chernobyl Nuclear Power Plant-2 - Sarcophagus, given by Charon (transition is permanent, in PDA
indicated, near Solomon);
W22; Transition Chernobyl-2 - Monolith Control Center, given by Charon (transition
permanent, indicated in the PDA, in the eastern part of Chernobyl NPP-2), the exit is where the entrance is.

Semetsky's cache

1. Fragment No. 2 from the mad scientist in X-18;
2. Fragment No. 8 from the bandit (Mitka Zvezdets) in an abandoned factory in TD.
3. Fragment No. 4 from Major Yarofeev at the Cordon block post.
4. Fragment No. 3 from the zombified scientist at the Base in the Peacekeeping Corps.
5. Fragment No. 6 from the bandit in the carriage, when Strelok is being robbed in Rostock on the DT.
6. Fragment No. 7 from the mercenary on the AC, who attacks Fang.
7. Fragment No. 5 is with the Monolith in the X-18, waiting in ambush.
As a result, we will have such a picture in the PDA
http://radikal.ru/F/i023.radikal.ru/1103/e0/059bec5c0e11.jpg.html
All fragments will come across in the storyline of the passage, if you do not miss key quests.

Minigun Assembly

1. At the Landfill: behind the swamp there is a forest, at the very end there is a digger’s corpse near a log.
2. In the Agroprom dungeons: through the tunnel with the Electras and immediately to the right, in the corner is the corpse of a digger.
3. X-18 in the TD: on the lower levels there is a room with two vertical containers, behind them is the corpse of a digger.
4. In the forest on Radar: if you stand facing the helicopter cockpit, then on the left - behind on the rocks, right next to the rocks, is the corpse of a digger (you have to jump, it’s not visible from the ground).
5. In Pripyat, near the Hotel: if you look from the central entrance, then on the left visor there is a corpse in the corner under the windows.
6. On Yantar: after leaving the X-16, we immediately turn back and see what we are looking for.
7. Cordon Checkpoint: from the main entrance immediately to the left, under the first tower there is a backpack.

Search for Amulets

This whole story begins with the Thief who robbed the Diggers. From his corpse we have the first amulet; the Wanderer will tell us where to get the rest.
1. Comes to us from the corpse of a thief on the Radar.
2. At the fire at the AC in the Village of Bloodsuckers.
3. At the Magician's (Mervin) in Pripyat.
4. In the corpse of a digger, Hotel Pripyat.
5. X-16 at the entrance to the room with the Controller, behind the entrance iron door.
6. In Semetsky’s hiding place.

And finally - for the really lazy people or those who have Internet speed...

I present to your attention Offline GUIDE according to the TT2 fashion, a masterpiece by our comrade ALEKSEY_81
First of all, this assistant is intended for people who either have no or expensive Internet. There are some guys who are simply too lazy to look for an answer on the forums, but really want to play this mod.
This is the full version with all screenshots and tips!!!
Full description and download links are on the Reactor website.
http://www.re-aktor.ru/forums/index.php?showtopic=1935&view=findpost&p=65829

Small tips on quest characters.

I will describe the most common problems that may arise with some, I will not describe all the characters.
Do not rush to immediately complete tasks to kill some Persians - they may turn out to be key or can give something in their lives. Murder is not an end in itself for the Stalker at all.

When we go on an assignment to search for Vasiliev, it is advisable to kill the controller before meeting Vasiliev. Vasiliev can be stupid in the cave - we go down into the cave and push him in the ass, he must come out, if you run out ahead of him, he can stay there. You can save before descending into the cave and talking with him - the next save is after he leaves the cave, it is better not to save in the cave. On Yantar we help Vasiliev fight off the zombies, when the task works, we approach him and talk, accompany him to the camp and talk with Den, and only after talking with Den we go to Sakharov’s bunker.

Many cannot find Grieg in the MG, although they see the mark and hear his voice of greeting. Walk around the rooms and you will find him - he is on the second floor in a dead-end room.

Do not refuse to help Dyak in shooting the military at Chernobyl NPP-1, he will then give a tip on the case with medicines for Solomon. He also has to shoot a spy. If he died at the hands of the military, replay the game. If he can’t shoot the spy, it means he dropped his gun, sell him a loaded gun, or throw it next to him, he’ll pick it up and do his dirty deed, otherwise you’ll have to dirty your hands by killing a neutral stalker.

When rescuing the Ghost from mercenaries on the instructions of the Paramedic, it is necessary to protect him from injury (and, of course, from death), because when treated by the Shooter who is in the Monolith, the Ghost will also become a Monolith and turn out to be an enemy after being brainwashed by the Paramedic. The ghost that Charon sends to kill is a quest character, so we are not in a hurry to finish him off, but respond to the Paramedic’s message to approach him.

Another quest character, Fang, also needs protection when showing the transition from Pripyat to the Swamps. Then Fang will show up at the AS, where he will have to be saved from the mercenaries once again. Fang will appear on the AS after completing all the Count’s tasks and also finding documents in the X-16 laptop.

Some characters change their locations, and if you need to find someone in one place, and you take too long to find him, he may end up in another place, and he may no longer have the necessary dialogues.

The paramedic migrates from the stadium to the house with the grocery store, so we don’t delay in finding the PDA for Borov and going to Pripyat, you need to go to the Ghost for a copy of the PDA before storming the Bar, the Ghost will send to the Magician, and he will send to the Paramedic. The paramedic in the grocery store will not give the task to kill the Magician; he will move to the grocery store after the storming of the Dolgom Bar.

The magician stands behind the fence near the transition to the Swamps; you can approach him using the teleport in the garages; carefully read the dialogue with the Ghost. The way back from the Magician is located near these same garages on the outside - the teleport will return the GG to the playing area of ​​the location.

When you first enter the Bar, find the stalker Sokhaty and talk to him, then with the Prince and again with Sokhaty - several branches in the plot begin with a conversation with him - working for the Prince, searching for Semetsky's hiding place and then searching for Borov's PDA. We immediately take the task from the Prince to deal with the stalker Zhek - the search for Semetsky’s hiding place will begin with him. Don’t forget to talk to Borov - he will say that Count, the local security chief for the gang, has work for the GG. The Count's first task can be completed immediately at the same location - it won't take much time. You can also immediately go to the mechanic Potapov in the Bar and take on a task to search for a minigun circuit - a killer thing when dealing with crowds of evil spirits. To start searching for Borov's PDA, you need to complete all the "Duty" tasks in the TD, get the TD-Cordon transition, when we return to Bar - hand over the hard drive to the Prince and approach Borov - ask him about work - not to be confused with cyclic quests.

For many, a stalker named Noodles dies before completing the task. I advise that when we go towards the Landfill from the Bar for the first time, the last thing to do is approach the last bandit in the Bar in the bar itself and take an order for Noodles from him, save after that and run to the Landfill, if you receive a message about the death of Noodles, you can replay it. This character likes to die in anomalies, get caught by wild boars and get shot by bandits, killing him is not necessary - just talk to him. Further, he is not needed - most likely he will die on his own. He will give a tip to the Antique dealer, you will need to ask Borov about him.

After talking with Noodles, we look for Zheka - he is in the depot, you can also find the Tanker in the Landfill behind an abandoned equipment parking lot - he will talk if you picked up the diary of the stalker Krol in the MG sewer, or approach him after the first descent into X-18 - there will be fewer monsters when second visit to X-18. The tanker gives a tip to the place where the bioradar was dropped.

Lefty, whom Lukash asks to find and persuade to join Svoboda, asks to bring him weapons and a suit - they must be fully operational and be in the inventory in a single copy. After you have brought him everything he requires and given it to him, do not immediately follow him, try to be outside the a-life zone with him, so he will get to the AS without problems, but it is better to be in other locations altogether, he needs some time to move on AC. In the line of sight, even if you do not see him, he may die. If, after giving him the equipment, you go straight to the Landfill, you can see him wandering around the Landfill, here he can be killed by the mercenaries who meet when we carry rifles from Bes Petrenko, and the hogs can meet, and the bandits at the checkpoint are also unlikely to let him through. Also in a-life he can end up in an anomaly. After talking with Lefty, I go down to Varyag in the dungeon, while I’m running in circles. Lefty already calmly gets to the AC.

Varyag gives a tip to Major Yarofeev at the checkpoint after talking with Bartender, but he will talk only after the circles of hell. Yarofeev himself will appear after talking with the Bartender when we come to him from Varyag.

Petrenko will appear in the TD after successfully defending “Duty” from the attack of bandits on his first visit to the TD. We need to talk to Voronin, then to Sobolev and again to Voronin.

After you persuaded Lefty (i.e. brought him what he asked for) and he went to the AS to the Svobodovites, and also if you talked with the Bartender and then with the Varyag about Major Yarofeev, a Pathfinder will appear in the Bar, I recommend it before the first trip go to the DT on the Pathfinder's order to meet with Incognito, after this meeting the Pathfinder will have a task to the DT - you can complete it along the way.

The Miser and Screw immediately take their positions after we take on the task of storming the Barrier.
The Svoboda guard appears at the armory a little later.

The miser in one of the quests asks to bring bread and says that he needs to talk to Sidorovich at the peacekeepers location - he knows where to find the Baker, you need to have time to talk to Sidorovich while he is at this location, then he moves to the Cordon to “his” well-known place, there he won’t give a tip to the Baker.

Sviblov with a group of diggers is located on the Radar and the first approach to him must be made on the instructions of the Informant to help the diggers. The informant gives a parcel to be given to him, it contains food, first aid kits, vodka - in general, everything that the Informant gave must be brought intact and given to Sviblov, be careful not to overuse the first aid kits or use up from the parcel, the task will hang. Some people come to Radar from Yantar for the first time and find Sviblov dead - in theory, Sviblov seems to need help, so you need to approach him by taking a task from the Informant, it is not necessary to come from the AS, but the package should be delivered. Do not leave monsters and enemy NPCs near the campsite of Sviblov’s group. Also complete all of Sviblov’s tasks on the first approach to him - against a super bloodsucker, against a traitor, and go down to X-10 for documents and a system manager. First take the system unit on the upper level, it is often thrown by the bureaucrats, it is located in the room in front of the room with a gap through which you can see the exit from the X-10. After you find everything in the X-10, try to clear all the enemies so that there will be fewer problems in subsequent visits.

When you receive a tip from Graf that Sviblov can give a transfer to the MG, then get ready to go straight into it. Grab the radio for Zakhar and give it to him along the way. The transition from Sviblov to MG is temporary and then disappears. If you received a tip from Graf but are not yet ready to go to MG and you still have things to do with Sviblov, just don’t start a conversation with him about the transition. On this trip to the MG, don’t forget to find a character on the outskirts of the MG who will clarify the situation with Mohammed. A trip to the MG should be made before the assault on the Bar by "Dolg".

Mohammed will find you himself - you just need to complete the dialogue with Sidorovich at the Cordon when he moves into his rightful place. Semetsky will appear in the Sarcophagus after talking with Mohammed.

If you take on some task and complete it, we don’t delay in submitting it. After the storming of the Bar by "Duty", some characters from the Bar fade - so try to complete and turn in all the tasks to the quest runners in the Bar before the assault. After the assault on Bar Dolgov you will not find Borov, Count and Pathfinder. The prince will be killed. If there are any tasks for them, complete them before taking the Bar, the last moment - before taking the Bar card from Borov.

HOW TO MAKE (COOK) A MODIFICATION COMPETENTLY AND WITHOUT ERROR...

Again, not mine, but I’m posting it for information...
In connection with regularly recurring questions about cooking art, I am sharing my experience on this matter.

1. Practice throwing objects in a quiet place and notice in which direction from the main body they fly out.
2. Find the desired anomaly, preferably a single one. There are options here when not all anomalies are suitable for cooking. For example, jellied meats are only suitable under a spiral staircase in the Agro subway or in a square bathtub in X18.
3. Stand in front of the anomaly and make a save.
4. You feel for the edge of the anomaly with a bolt, stand on this edge facing the anomaly and throw away those belongings that fly forward.
5. Turn without moving towards the anomaly with your right side/back (120/130 degrees from the GG-center axis of the anomaly). You throw away the remaining belongings.
6. If you don’t see the white flash, load from the save and start from step 4.
7. If you see a white flash, save again (preferably into a new save) and wait until the transformation is completed. (you can go to sleep if the cooking takes a long time). At the end of the conversion, if the art has gone under the textures, load from the save and start from step 4 or from the last save (depending on the situation).
8. You never start cooking several pieces of art at once.
9. If you can’t start cooking after 3-5 attempts, you look for another similar anomaly; the one you find most likely does not fit.

This method ensures that there are no problems with erroneous (unsuccessful) brews.
When preparing the material, information was used from several topics on forums and our own experiments on shamanic dances with tambourines.

REMINDER!!!
I didn’t do anything myself, I just posted this work NOT done by ME here, because... I come here more often, and there are a lot of questions about the fashion..
A couple of tips from myself...
If crashes occur, first try reducing the game settings. NOT RESOLUTION, but detail, lighting range, grass density, anti-aliasing and the like.
You can also increase or decrease (it’s different for everyone) the priority of the game process through the Windows task manager. Sometimes it helps...

Guide to completing the plot of the modification "Secret Paths 2"


The main character of the game is Strelok, known to all of us for a long time. Secret Paths 2 pleasantly surprises us from the very beginning with its own small introductory video. I won’t describe the scenario; you’ll find out everything yourself as you play.
The game itself begins with the fact that Strelok wakes up on a bus, in the new location Dead City, and next to him stands the Forester, known to us from Clear Sky. After talking with him, and you will read it yourself, we get the first task.

Get with the Forester to his house in the forest

The forester gets off the bus and peers through binoculars. Then he finally starts to run, and we have no choice but to run after him. The first stop is near the green cop Niva, next to it, by the way, there will be the blood of a stone. After another grazing through binoculars, the Forester again breaks down and runs on. Now along the way you can find a twist. The forester stops again, we talk to him, and a passage to the “Forest” location appears. We move into the forest, the Forester appears behind us. We go into his “penthouse” and talk to the old man. After the conversation, a quest appears to find your brother, but you won’t find him without a barrel and an armor plate, so we’ll target the Forester like we did against Sidorovich.

Find Mandrake Root

The forester sends us to look for this very root, and gives us our, so to speak, basic equipment: a leather jacket and a vertical shotgun. The road is long, so let's go. Along the way you can admire the forest and rare anomalies. We will also be amused by the fact that Strelok, who has not fully recovered, will sometimes stagger along the way. Along the way you may encounter blind dogs or wild boars, ideal targets when there is a vertical line. But still, be careful, the stamina and strength of some monsters have been increased, and I was hit by a pack of flesh along the way. We come to the ravine and look for the mandrake. It will be under a stone, you will immediately see it in the ravine. By the way, before you take the plant, turn down the sound. And after we have the root, the wild boars run out. We deal with them and return to the Forester. We talk to him, the quest is completed. We talk to him again and get a new one.



Find Associate Professor Vasiliev


This time the old man asked to find a courier from scientists hiding in a cave from mutants. We go to the place marked on the map and see a stone, the path to which is blocked by an anomalous field. Using bolts we make our way to the stone, and we see a small hole below. We crouch down and make our way along it deeper into the cave. And there we see our old (still alive) friend Vasiliev. Here a surprise awaits us: Vasiliev, saving his ass, dropped his backpack. And now you will have to go with him to Yantar to get medicine for the Forester. Well, at least he gives away his Colt.

Escort Vasiliev to the scientists' camp on Yantar

We run after Vasiliev. Along the way, they play music for us, which, together with glitches, creates an eerie atmosphere. After some time, the ecologist stops. From a conversation with him we learn that we will get to Yantar through an underground cave in the swamp. Again we run after Vasiliev right into the center of the swamp and again talk to him. After the conversation, we “dive” into the cave and appear on Yantar.
Here the side quest “Help Vasiliev fight off zombies” appears. For the first time I'm taking down snorks with a double-barreled shotgun. Fortunately, you can take away the AK from the zombies. In general, they helped and moved on.
After completing the last quest, he will knock down a couple more zombies, and then you can talk to him. After the conversation, we run after him into the bunker. As a result, Vasiliev runs into his “booth”, and we head to the head of security, Den. He, in turn, will direct Strelok to Sakharov, already known to us. Our old friend Kruglov will also be in the bunker. We approach Sakharov, talk with him, sell him unnecessary ones, get 2000 and medicine for the Forester

Take the medicine to the Forester

You will have to find the way back without the help of marks on the map. Sakharov suggested that the exit to the forest was in the eastern part of Yantar. To the right of the road there will be a lowland with a broken bus. We go behind the bus, and a mark appears on the map with the road to the Forest. We go into the forest and give the Forester the medicine, then we get a new task.



Pick up a box of provisions

The scientists didn’t give the shooter any food, so you’ll have to go to the Dead City and look for the Forester’s hiding place. On the way in I came across a controller, be careful. Upon arrival at the Dead City location, we are met by 3 stalkers, from a new group - the Drifters. After talking with the main one, we are taken to some Leila. We come to their base and talk to Leila. And then it turns out that they have already found our food and won’t just give it up. We'll have to work it out. The shooter is sent to the chief of security, Demon, to help him clear the city of mutants. Accordingly, the task “Find the Demon” appears. It is not difficult to find, it is marked on the map. The demon gives an Abakan shooter and an improved overalls, as well as a task to clear the five-story building from zombies. The house that needs to be cleared is located next to a house with a broken roof. Let's look at the screenshot if you don't understand. There is no need to enter the rooms in the house; all the zombies will be on the staircase. We just go up the floors, take out the zombie, and return to the Demon. And all this for the sake of a box of food!? We talk to the Demon and return to Leila. She gives the box back and directs Shooter to the guy who brought him here. Only he knows how to return to the forest. It can be seen by going down the stairs. We talk to him, and he leads us to the transition point to the forest location. We go there and talk to the Forester. The quest is over. The screenshot shows a zombie house

Find 3 mandrake roots

The task is to go to the swamp and dive into the cave, the same one through which Strelok made his way with Vasiliev to Yantr. Now there is no transition to Yantar, but just a cave. We jump into the cave and make our way forward. Along the way we collect artifacts. Next there will be frying, so we take out the bolts and go through them. We reach a hole in the ground and jump over it. We go further, on the left there will be a wooden box, in it there is an SVD. We pass further, and a wall grows sharply behind us. The first root will be right there. We go further and immediately find ourselves on a fiery poltergeist. We kill him and move on. A fork in the road appears before us. Let's go left first, there will be another root. Then we return and go right. There is a fork in front of us again: straight ahead, there will be electric trains, and to the right. We go to the right, and there lies another root. A wall grows behind us again, and the poltergeist appears again. After we have dealt with the poltergeist, we turn off the sound for a while. He raises the mandrake, and the Arrow begins to glitch. Turn on the sound. We go further into the cave. Where there should be 2 controllers, but for some reason I didn’t meet them. We leave the cave into fresh air and go to the Forester. The old man gives us 45,000 for three roots. The quest is completed. Now we talk to the old man again, and he tells us that Leila contacted him, and she has information about Strelka’s brother. We go to the Dead City, fortunately there is a mark on the map. Then we go to the wanderers’ base. If you forgot the way, then here it is: we go straight along the road, then the first turn to the left, and until we reach the entrance to the base. Let's go to Leila. She says that the same guide has returned who may have information about the shooter’s brother.

Find Grieg

Guide Grieg is marked on the map, so finding him will not be difficult. From a conversation with him, it turns out that the traces of his brother Strelka should be looked for in Pripyat. Grieg doesn’t want to take him there, but he can show him the path from the Dead City to Pripyat. But not for nothing.

Find 10 dog tails

Well, why does this idiot need dog tails? Okay, let's climb around the city. Yes, there really is something dead in this location, there is silence everywhere. You can’t even hear the screams of the mutants, and besides, these destroyed houses...

Somehow we got distracted. Look for dogs not in the city itself, but in the surrounding area. We give the tails to Grig, in return we receive information about the trail to Pripyat. Damn, we haven’t even been to the cordon yet, and we’re already heading to Pripyat. First, you need to get underground in the Dead City. Next to the building where the conductor stands, there is a park with a fountain. Not far from the fountain there is a Cossack, we approach him, and he takes us underground. We go along the underground tunnel to the end. We are teleported to another tunnel. Again we go to the end, and the Pripyat location appears loading.
And then there’s some kind of déjà vu! The shooter came to his senses on the bus, and there was some guy standing next to him. We talk to him, and it turns out that Strelok fell into a crater, and all his things and money were torn apart (damn, my SVD is missing!). And here’s the most interesting thing: the stalker who found him is a member of the monolith. And now we are “offered” to pass a test to join the group.

Destroy a flock of snorks in Pripyat

Kill snorks without armor from a Colt?! PPC!!! Well, okay, let's go to the Ferris wheel. As it turned out, the problem is completely solvable. This Monolith's signature Colt is quite powerful; it kills a Snork with one shot to the head. By the way, it’s also a good idea to cut them down with a knife, using the right mouse button. When the snorkeling is over, we return to the bus and report. Monolith says that the shooter passed the test, and we find ourselves in Chernobyl, in the sarcophagus itself.

Talk to Charon

Our shooter is now a Monolith. We go to this Charon, and he reads a sermon to us. After reading the sermon, we receive a task.

Clear the lower floors of the sarcophagus from burrers and find the stolen decoder

Before the task, you can quietly knock out a couple of non-quest characters. They will have a monolith exoskeleton and a normal trunk.
Now listen carefully to how to find the decoder. We go down the stairs. Then we go all the way to the place where there will be a turn to the right and to the left. We go left, enter the hall with pipes, and immediately turn left. There will be a staircase down there. We go down it and find ourselves in another room with pipes. We go forward, and on the left there will be a “room”, in it behind the barrel there is a decoder. By the way, in the same room with pipes, there is a wooden box with good art. Then we go and kill the burrers who are still alive, and return to Charon. By the way, dwarfs die from the first shot in the head.


Clear Chernobyl Nuclear Power Plant 2 from infidels

The quest is given, of course, by Charon. First, we go up to the room with the monolith. Then we jump into the teleport and walk forward along the iron bullshit, pass through the hole in the wall and find ourselves in a hall with large windows. We follow it to the end, and there is a transition to the Chernobyl nuclear power plant. We go to the Chernobyl Nuclear Power Plant and go to Solomon, it is marked on the map. We speak with Solomon and run to kill the infidels. When the stalkers were finished, it dawned on me: I need to check the names of the stalkers. And I found what I was looking for: stalker Dmitro Captain. We go to the Sarcophagus, go to Charon, report, mission complete.

Get into the monolith's control bunker and clear it

Before this task, Charon gives us a very good anomalous hard drive. Let's move on to the Chernobyl nuclear power plant. There will already be a mark on the map to go to the bunker. Let's go there. We take everyone out in the bunker. There will be zombies, a burrer and some bloodsuckers. We return to the Chernobyl nuclear power plant, then to the sarcophagus. We speak with Charon.

Talk to Marvin + complete his instructions

Marvin is located next to the Monolith, it is marked with a yellow dot on the map. He will give us the task of finding manuscripts in several places and bringing them back. Before searching for each manuscript, he will teleport you (using the “power of the monolith,” incorrect) to the part of the location where the manuscript lies. Each time we look for the manuscript and return to Marvin.
The first one will not be difficult to find, it is located behind the column. After picking it up, the Arrow will take you to a tall building. From there you have to jump.
The second time Strelka moves to the roof of the radar. Let's go down one level. It is better to see the manuscript before you go down. Taking the best available weapon, we save, and then jump into the teleport. At the spawn point, two guys in exoskeletons are already waiting for you. It’s quite possible to pass this place the third time.
Marvin’s orders stop here, since Charon has an important assignment for Strelok. Let's go to Charon.

Pick up medicine for Charon in Pripyat

The goal is to take medicine for the Monolithians from the swamp doctor’s assistant in Pripyat, since many of them are unhealthy (who would doubt it?). We are leaving for Pripyat. To do this, you need to go through the lower levels of the Chernobyl nuclear power plant, where we killed the Burrers.
At the entrance to the front part of the Chernobyl Nuclear Power Plant we are met by the Monolith Dyak, who needs to help clear the territory from the military. This quest is optional.
We move to Pripyat. Then we go straight to the stadium building. We go up the steps and turn right. The Paramedic, the Doctor's assistant, will be standing there. But as it turns out, he won’t just give us the medicine, since Charon is very much in debt. And now the Paramedic needs either 2 night stars or 10 dog tails. We give him what he wants and return to Chernobyl to Charon.

Clear Chernobyl Nuclear Power Plant 2 from infidels

Some Monolith member contacts Kharon and says that the base in Pripyat has been captured. We speak with Charon and go to Pripyat to meet with Mahon. We talk to Mahon and go with his guys to take out the mercenaries. Be careful, there may be chimeras there. When there is nothing left of the mercenaries, we speak with Mahon again. He will give you the task of knocking out the mercenaries from the central square, which, as you already guessed, is located in the center of the location. We go there, carefully take out all the mercenaries and return to Mahon, he will give us an anomaly detector. Now we return to the Chernobyl Nuclear Power Plant to Charon and receive a new task from him.

Meet Marvin at the hotel

Now we have to continue training with Marvin. Charon, after talking with him, teleports Strelok to Pripyat to the hotel where Marvin will be waiting for him. I advise you to immediately remember where the hotel is located on the map. We talk to him, he hints to us about some kind of carousel, and then the main character is transported to a Ferris wheel.

Complete Marvin's third task

The manuscript will lie directly in front of the Shooter. We lift it and make our way down the iron beams. I advise you to immediately shoot the snorks that live under the Ferris wheel. We return to the hotel for the next task of our, so to speak, teacher.

Complete Marvin's fourth quest

Now Marvin takes Strelok to the attic of the house. On both sides we will already be met there by 2 mercenaries in exoskeletons and with SHAFTs, we shoot them in the head. Next we take the manuscript, it will lie in the corner of the attic. There will be several more mercenaries under the house, so we won’t get out of there just like that. We climb onto the roof, from there we bring down the mercenaries and go down through the broken roof along the boards. To get to the hotel, you will need to go underground, those who completed the original game know what I mean.
After returning to the hotel and talking with Marvin, we, together with the Monolith, are transferred to the roof, where we will receive the next quest.

Complete Marvin's fifth task

We talk to Marvin and get the last test from him. A task specifically for parkour lovers: you need to jump from the roof of a building to the roof of a five-story building, where the fifth manuscript will lie. You can see where it lies in the screenshot. Before picking it up, I advise you to save it just in case, since we are immediately transported to another place straight to the mercenaries in exes. I don’t know about you, but I just ran away, they’re not that easy to deal with. Let's return to Charon.

Interrogate and eliminate the spy

Charon sends us to Dyak to interrogate the spy. We move on from the sarcophagus to the Chernobyl nuclear power plant, we see a diesel locomotive ahead of us. We follow the road that is to the right of it to the end. There will be a monolith parking lot, where the Deacon and the spy will be. We complete the quest and return to Charon.

Talk to the Paramedic

For some reason, the Paramedic needed the shooter. Let's go to him. It turns out that we will see the “dead” character of PM - the Ghost. The mercenaries are holding him, and we have to free him.

Free the ghost from the clutches of mercenaries

We shoot the mercenaries and approach the Ghost. If you cure the Ghost with a first aid kit, he will become a Monolith, and this is highly not recommended. We speak with the Ghost and take him to a safe place, interrogate him, return to the Paramedic. After talking with him, we return to the Chernobyl Nuclear Power Plant, along the way the task “Return to Charon” will appear. Let's return to it.

Kill the Ghost

Charon has identified the Phantom and now orders him to be killed. We are leaving for Pripyat. On the way, the Paramedic contacts us and asks us to come see him. We come to the stadium to the Paramedic, he asks the Shooter not to kill the Ghost. After the refusal, the Paramedic injects Strelka with some crap, and after that he becomes a neutral stalker.

Protect the Ghost

We run to the place where we left the Ghost. Fortunately, it is marked on the map. We bring down all the mercenaries trying to kill the Ghost and approach him. If you previously treated him with a first aid kit as a Monolith member, then I congratulate you: you turned him to the side of the monolith. Now try to wound him and heal him with a first aid kit, or replay the game. Since Radar controls the monolith, it will not be possible to move from there to the swamps. So the Ghost sends Strelok to the control bunker in order for him to get documents with information about the path from Pripyat to the Swamps.

Find a diagram of underground communications of Pripyat and the Chernobyl Nuclear Power Plant in the Monolith Control Bunker

On the way to the Chernobyl Nuclear Power Plant in Pripyat we will be met by several Monolithians. Personally, 2 pseudo-giants did everything for me. We move on to the Chernobyl nuclear power plant, then to the sarcophagus, and finally to Chernobyl NPP2. Here Solomon will take away all our equipment. After talking with him, he will give the Shooter a shotgun with 120 rounds, with which we take out the three Monoliths hanging out nearby and go to the bunker.
You'll have to wander around the bunker a bit before finding the document. After picking up the document, 6 fanatics in exoskeletons and armed with VALs will appear at the exit from the bunker. Not bad, right? We kill them and go out into the fresh air. Solomon will be waiting for us there. We talk to him and receive a quest to take the package to the bartender. But we will deal with this later, but for now let’s return to the Phantom.
We speak with the Ghost, the quest is completed. He directs us to Fang, who will be standing on the same floor as the Ghost. We must save before talking with the fang, if you have not installed the fix. We talk to Fang and follow him, he will take Strelok to the transition point to the swamps. But not everything is so simple: there is a battle on the street between the Monoliths, mercenaries and mutants. We try to walk next to Fang, and at the same time do not let anyone kill him. We reach the transition point, but then Fang receives a message from the Ghost on his PDA, asking him to return to him.


Return to the Ghost

We return together with Fang to the Ghost. He gives us 3 army first aid kits and a gravel gun unknown to us. The Ghost will tell you how to use it. Let's go to the swamps.

Meet the Swamp Doctor

We appear in the swamps. That's it, relax, hide the barrel and go to the Doctor, the legend of the Zone and the fourth member of the Strelka group. Without straining, we go into his house and under no circumstances shoot at his patients, otherwise the Doctor will be a little offended. A conversation with him will reveal a lot of information about the Captain, but you will read it yourself. This ends the quest; the next one can be taken from the Doctor.

Find and destroy the swamp creature

The Swamp Doctor complains about some kind of swamp creature. This is a new monster, you did not meet it in the original part of the game. Don't worry, he's not scary. After hitting the Bonecrusher with a firearm, some spiders crawl out of it. It is possible to kill him. You can shoot him, and then the spiders. Spider legs are expensive, but collecting them all will take a lot of time. You can also shoot him with an artifact from a gravity gun. The most powerful anomaly is obtained from a gravity artifact. By the way, keep in mind that the artifact produces an anomaly several times larger and more powerful than the usual one. And yet, the monster will not go into the anomaly on its own; you need to manage to shoot at it or near it. In general, everything turned out quite funny for me. I saw that the monster ran behind the house, and on the ball I shot art behind the house. Got it. That's it, the job is done, let's return to the Doctor. And this redneck only gives us 5 thousand. Okay, the gravity gun was worth it.

Talk to Grig

We speak with the Doctor, he sends us to the wanderers' checkpoint to talk with Grig. Let's go there. Grig knows how to get from the swamps to the forest, but he won’t tell us just like that: instead, he will give us another task.

Escort Kent to the measurement site and back

A trivial task. Kent will be waiting at the end of the bridge near the broken down truck. We talk to him and accompany him to the measurement site. There will be some zombie women there, we take them out and talk to Kent. He begins to take measurements and runs back to his point. We run after him, then talk to him and return to Grieg. He will give you the coordinates of the transition to the forest. The quest is over, we go into the forest.

Help the Forester fight off monsters

The shooter appears in some cave, and we immediately receive the quest. We leave the cave, shoot the cats trying to have lunch with the Forester, and talk to him. If you have a first aid kit with you, you will receive a recipe for transmutation. The first aid kit will be in the Forester's house. And if you climb the ladder onto the roof of the Forester’s house, you can find a box there. It will contain a stalker jumpsuit and 3 first aid kits.


Talk to Sutuly

Slouchy is the leader of a new group for the game - hunters. Let's go to him. He won’t just show us the passage to the military warehouses, for this we will have to shoot a flock of wild boars with two hunters. We go to the Greek, talk to him and move forward. By the way, the Greek will give you ammo for an AK and a shotgun, and a couple of scientific first aid kits. Unprecedented generosity.


Help hunters shoot wild boars

We run after the Greek, then shoot the wild boars. It's an easy job for three, but wild boars are very tenacious in fashion. We talk to the Greek and run after Zakhar, he will take us to the path to the military warehouses. Along the way you will meet 2 bloodsuckers and several poltergeists. When Zakhar stops, talk to him. A transition will appear, and also a new task: Find Sobolev and give him a letter from Zakhar. Let's move on to Army Warehouses.

Meet with Lukasz

The shooter appears at military warehouses in the village, in one of the houses, right in the lair of the bloodsuckers. We quickly go down the stairs to the basement: there will be a cache there. In addition, from there you can shoot bloodsuckers who will be in sight. Or make them out of gravel guns with some kind of art. Personally, that's what I did. And those who remain will be killed exclusively with a knife. Well, that’s it, we’re done with the bloodsuckers, now we run to Lukash, he will be waiting for us along with a rather large detachment of freedom.


Help freedom capture the military base in the warehouses

Lukash asks for help to capture a military base. OK, let's go. When I saw the horde of Svoboda members, the thought flashed through my mind that there would be no problems with the warriors. But in vain. I advise you to save it now. Now we take out two warriors sitting on the hill opposite us and slowly capture the base. Make sure that Lukash and Cap remain alive, otherwise the quest will fail. That's it, we've dealt with the warriors, let's go talk to Lukash. Are you thinking about winning an award? Bummer, Lukash sends Strelok to capture the barrier from Vo. Well OK, let's go capture the barrier. I just don’t advise you to go and capture it with Svoboda: they will trample through radiation and mines. It’s better to go around on the road, and while the warriors are distracted by the Svoboda fighters, they can be quietly put down. Cap must survive, so save often. That's it, let's return to Lukash. He will give you a reward and the next quest.

Find stalker Lefty

Lukash asks to find him so that he can help freedom with the base. But first we need to go to the informant so that he can show us the way from the warehouses to the bar. He will be in the village, where in the Shadow of Chernobyl it was necessary to bring down the traitor to freedom Pavlik. We will return to this quest later.

Find a special folder in the territory of freedom for the Informant

The informant, of course, won’t just tell us anything; he needs to find documents at the military base. I marked where the documents are located in the screenshot. They lie under the ruins of a brick building. I advise you to look for this place yourself. We took the documents and returned to the Informant. Then it turns out that the Captain is mentioned in the list of agents, and now he has taken a job as a guide for duty. Okay, more on that later. Now we're going to the Bar. And don’t forget to take the next quest from him, otherwise we simply won’t get on the radar any other way.
Hmm... And the bar is run by bandits. At the entrance you will have to pay 2 mowers. Well, it’s okay, there are a lot of interesting things on the bar’s territory. So first we go to Borov. He's a bartender, so where will he be? That's right, in a bar. We talk to him, he sends Strelok to the Count. He will be in the place where he could take part in the battles in the arena. But first, let's take the quest from the guy standing in the place of the bartender's guard. You can also take the quest from the brother who stands near one of the tables. Now we go to the Count. He tells us about mercenaries, about turntables and other crap. Well, in general, read for yourself.

Bring documents and weapons to the Count

We leave the bar towards the landfill. To our right there will be an iron mesh (fence), at the end you can jump over it. That's what we do. We go forward and see a path ahead of us, we follow it towards the amber. And then there’s a surprise: there’s a ton of snorks. 24 handsome men. I counted them by the number of snorkels in my backpack. The best way to kill them is with the F1 grenade. When there are no snorks left, you can go forward along the path, and there will be 3 boxes there. We take their contents, turn around, and see 7 bloodsuckers in the place where the snorks were, or rather in the place where their bodies now lie. I do not recommend using the contents of the boxes. We deal with the bloodsuckers and follow the path towards the bar. We go out onto a “piece” of wild territory and turn to the right.
We go out to the bar, give the bandit 2 mowers and go to the Count. Do you think there will be a good reward for killing so many monsters? No, other than that, as always. The reward is one of the barrels and cartridges for it. Armor-piercing cartridges, which by the way can be obtained from Borov for 4 bottles of vodka.

Find the Prince and bring him the gun

What kind of mission is this? Anyway. This quest is taken, of course, from the Count. We go to the military warehouses and go to the barrier. A helicopter will be marked on the map next to the barrier (zoom the map closer). Let's head towards him. There will be a box under the helicopter, and in it is the Prince’s gun and some junk. We take everything and go to the radar. If the transition to the radar is not marked on your map, then you need to take the quest from the informant.
Strelok's radar is met with very evil kinks. And a little further on there will be a controller. Then we will meet a large pack of dogs. We jump onto the rock and shoot the dogs from there. We shot the dogs, let's move on. Now we encounter an ambush by military stalkers, who, apparently, have been waiting for us for a long time. We take them out and collect all their swag for ourselves. At this checkpoint there is a trailer, the entrance to which is blocked by an electra. It contains berryl in perfect condition. A few meters later there will be a second checkpoint of military stalkers. We kill them and clean their corpses of things they no longer need. We reach the intersection (Look carefully at the PDA) and turn in the direction opposite to where we went in the X-10. In short, we walk along the road, which is hidden behind the trailer. Well, I think you'll figure it out. We follow this road to the end, kill the chimera, go through the electra and see the Prince. We give him the barrel and take on the next task. Now let's save. There will be 3 mercenaries waiting at the entrance. Now pay attention to their names, and to the contents of the fifth scroll from the monolith. Now we will move on to the quest from the Informant.

Take food and first aid kits to the diggers

Now we go to the very end of the radar to the military base. The diggers that the Informant asked to save will lie there. You will notice them immediately on the PDA. Be careful, there will be 3 chimeras there. When the chimeras are in the next world, we come to the main thing. It will lie in the middle. First we talk to him, and then we give him a first aid kit. To complete the quest, you must have 5 first aid kits, 5 cans of stew, 5 sausage sticks and 5 bottles of vodka. By the way, there will be a trailer with Svoboda body armor nearby.
We speak with Sviblov and receive the next quest.

Bring the carcass of the super-bloodsucker to Sviblova

The bloodsucker is marked on the map. Let's go to that place. I’ll warn you right away: I spent all my bullets on him and 2 more knife blows. I advise you to take advantage of a bug in the game and shoot him from an elevated position, from afar. He will not react to shots in any way. If you don't want to waste ammo, you can kill him with four stabs. You can also kill him with a gravity gun, and then use it to get the bloodsucker out of the anomaly. But make sure that the anomaly doesn’t tear him to pieces. If you can't drag a corpse, take off the suit. We drag the corpse to Sviblova and talk to him. 5 FIRST KITS! Here's a redneck. Yes, I spent as many cartridges as I could buy the entire bar for. We take the next quest from the same Sviblov.

Catch the traitor

Sviblov has a rat in his group, and he asks to catch it. To get to the place where he left the cache, you need to bypass the entire radar and go into the forest. There are tons of monsters in the forest, and there is a lot of radiation all over the radar. In short, I’ve already suffered, but I don’t envy you. We go to the hiding place and wait. We see one Chistonovets, wait for the command and kill him. He has no weapons, so you can freely shoot him in the back. Here an amulet with protective properties mysteriously appears in our inventory. We don’t touch the corpse of the Chistonebovo man, it’s empty. Let's return to Sviblov. He will give us some kind of crap carbine and the quest is over. Uhh... I can't even believe it. Don't forget to talk to the wanderer stalker who will be standing near the wall. He will lead Strelok to go through the magical amulets and give him a quest to collect them.

Find documents and system unit in laboratory x-10

We take the quest from Sviblov and go to X-10. Along the way, be sure to break all the boxes we come across. They will contain both armor-piercing cartridges and scientific first aid kits. We move forward and take out the mutants. There will be a system unit near the place where the burrers accumulate. For more details, look at the screenshot.

Then we go down the stairs and go to the place where in the Shadow of Chernobyl the Shooter turned off the brain burner. In that room there will be documents in the corner; it is impossible not to notice them there. Before picking them up, I advise you to save, as after this a

too many mercenaries. And one will appear right behind you. We make our way to the exit, clearing the path from enemies along the way. We leave the laboratory. We give what we got to Sviblov. At this point, the quests from him are completed, you can return to the military warehouses, get the second part of the documents for the Count.


Bring the second part of the documents to the Count

We move on to the military warehouses and come close to the transition point to the bar. Turn right and go straight up the hill. After a few tens of meters a box with documents will be visible. A little further on there will be 2 boxes with swag, be sure to take everything from them. Now you can go to the bar and go to the Count. By the way, the 2 guns that were in the box can be sold at cost. We speak with the Count, the quest is over.

Help Sakhatam free his friends from prison + Find the Prince’s hard drive + Collect debt from the stalker or shoot him + Help debt repel the attack of bandits

Now we are looking for the stalker Sakhaty on the territory of the bar. We talk to him and receive the quest “Help Sakhatam free his friends from prison.” We go to the Prince. We talk to him, we get the quest “Find the Prince’s hard drive.” After the conversation, we take on another quest.
Let's return to Sakhatom. From him we learn that the hard drive lies in the Dark Valley. We go to the landfill and head to the depot. Zheka will be there, we talk to him. He offers us a piece of Semetsky's map in exchange for repaying the debt to the Prince. We agree. Now we move to the Dark Valley.
At the entrance we receive a may-day from Voronin and the quest “Help the debt to repel the attack of bandits.” Let's run to help. Take out the bandits, it is advisable to kill a dozen at once with an F-1 grenade. Make sure Voronin stays alive. We approach Voronin and talk. We receive the reward and take the quest to talk with the captain. We approach the captain, talk to him and give him a letter from Zakhar. We continue to talk to him until the end. Now let's go look for the hard drive. We go to the gas station, there will be a two-story building nearby. There will be 5 bandits in it. We kill them and look under the stairs. That's where the hard drive will be. Although in some cases it ends up with one of the bandits. Now we can return to the bar. We give the hard drive to the Prince and hand over 2 quests to him. And of course 25 thousand. In return we receive the “Mom’s Beads” artifact. Now we run to Sakhatom and take the recipe for transmutations from him.
We take a quest from the prince to find a bag of grass and go to the dark valley.

Clear the area adjacent to the x-18 laboratory from monsters

Voronin asks Strelok to clear the area of ​​monsters. When I got there, there was a lot of crap there, but, in my opinion, the main task was to kill all the snorks. Stock up on ammo and go destroy them. We clear the area, return to Voronin and take on a new quest.

Find the bandits' cache in the Dark Valley and bring the contents to Voronin

First you need to find the bandit Zhila. Go to the other end of the Dark Valley, or rather to the factory. The vein will be sitting northeast of the factory. Let's talk. We will not immediately learn from him where the cache is located. First you need to run back to Voronin and beg him to take Zhila under protection. Now we go back to Zhila and take the coordinates of the cache. It will be on the roof of the main building, where you will need to climb a wooden ladder. There will be a lot of mutants on the factory grounds, so be careful there. And don’t forget to put your unnecessary equipment in some hiding place, because the contents of the bandits’ cache will weigh somewhere around 45-55 kg. We take the contents and return to Voronin. We give him the swag and receive a reward. After this we get the path Cordon - Dark Valley.

Fill up landslides

Immediately after accepting the quest, we run to the swamp, which is located under the bridge. We need to be in time before the landslides run away. We bring them down. I advise from optics. We collect their tendons and go to Petrenko. He gives as a reward a very powerful shotgun, an analogue of the chipper from Call of Pripyat.


Help Tolik get to the camp

When you appear at the Cordon, if you walk a little forward, you can see a wounded stalker. We give him a first aid kit and agree to accompany him to the camp. After some time, 2 bloodsuckers should attack you. Considering that Tolik will walk at a calm walking pace, you can still wander around the cordon and hunt for mutants.

Bring help

The task is trivial, go to the point marked on the PDA, talk to the stalkers and lead them to the Wolf. While they go to camp, they will need to be protected from blind dogs. We speak with the Wolf.



Help the stalkers recapture the village from the bandits

We take the quest from the Wolf and run after the crowd of stalkers to recapture the camp from the bandits. The task is easy. When the village is captured, we speak with the Wolf. This completes the quest, go to the Bartender. He will sit in Sidorovich's bunker. We talk to him and get a new quest, find Varyag, who will be at the Agroprom Research Institute. Let's go to Agroprom. At the entrance we receive a new quest.



Talk to Bes

Let's go to Bes. He will ask to separate the stalker Lefty, who is what we need, from the mercenaries. Let's go after Bes. Be careful, there are more monsters in Agroprom than even in Pripyat. We reach the mercenaries with Bes and Mole and bring them down. We go into the house and see Lefty. We talk to him. In order to enter into freedom for no reason, he asks for a mercenary scientific suit and a brand new thunderstorm. When we find all this, we’ll go back to Lefty. And don’t forget to take the next quest from Bes: take the modified lr 300 to debt. In the meantime, we go down into the Agroprom dungeon and find Varyag there.


Complete walkthrough of STALKER Secret Paths 2 on the website website

Walk with the Forester to his house in the forest

The forester gets off the bus and looks through binoculars. Later he starts running, and you follow him. The first stop is near the green Niva, not far from which the blood of a stone will be lying. After another observation through binoculars, the Forester runs further again. Now along the way it is possible to find a twist. The forester stops again, we communicate with him, and a passage to the “Forest” level appears. We go into the forest, the Forester appears behind you. We enter his house and communicate with him. After the dialogue, a task appears to find your brother, but you won’t find him without a gun and body armor, so you’ll have to work for the Forester.

Find the mandrake root

The forester sends you to look for the root, and gives you a leather jacket and a vertical rifle. Along the way you can admire the forest and anomalies. Strelka, who has not fully recovered, will stagger along the road from time to time. Along the way you may meet blind dogs or wild boars. Be careful, the endurance and power of some monsters are increased. We are approaching the ravine and looking for the mandrake, which is located under a stone that you will immediately notice in the ravine. By the way, before you pick up the root, turn down the volume. When you have the root, wild boars run out. We deal with them, and return to the Forester. We communicate with him, the task is completed. We communicate with him again and get a new quest.

Find Associate Professor Vasiliev

This time the old man asked to find a courier from scientists hiding in a cave from mutants. We head to the place marked on the map and see a stone, the path to which is blocked by an anomalous field. We use bolts to penetrate the stone and observe a small hole below. We crouch down and follow it deeper into the cave, where we observe Vasilyev. A surprise awaits you here: Vasiliev, saving his own ass, dropped his backpack. And now we have to move with him to Yantar to get medicine for the Forester.

Escort Vasiliev to the scientist camp on Yantar

We follow Vasiliev. On the way, they play music for you, which, together with the hallucinations of the main character, creates an eerie atmosphere. After a while, the ecologist stops. From the dialogue we learn that we will get to Yantar through a cave filled with earth in a swamp. Again we follow Vasiliev straight to the center of the swamp and again communicate with him. After the dialogue, we “dive” into the cave and appear on Yantar.

Here the side task “Help Vasilyev shoot back from zombies” arises. For the first time, destroy the snorks with a double-barreled shotgun. It is possible to take away a machine gun from zombies.

After completing this task, he destroys a couple more zombified ones, and then it will be possible to talk with him. After the dialogue, we run after him into the bunker. As a result, Vasiliev runs into his “booth”, and you run to the head of the security, Dan, who will send Strelok to the already legendary Sakharov. In addition, there will be Kruglov in the bunker. We approach Sakharov, talk with him and get 2000 and medicines for the Forester.

Deliver medicine to the Forester

You have to find the way back without marks on the map. Sakharov suggested that the exit to the forest was located in the eastern region of Yantar. On the right side of the road there will be a lowland with a broken bus. We go behind the bus, and a point appears on the map with the road to the Forest. We go into the forest and give the Forester medicine, then we get a new quest.

Take a box of provisions

The scientists did not give the shooter any food, so you have to move to the Dead City and find the Forester’s hiding place. On the way you can run into a controller, be careful. Upon arrival in the Dead City, you are greeted by three stalkers from the Drifters group. After the dialogue, you are led to some Leila. We arrive at their base and communicate with Leila. And here it turns out that they have already found our food and will not just return it. It has to be worked out. The shooter is sent to the head of the security Demon to help him clear the city of mutants. Accordingly, the quest “Find the Demon” arises. It is not difficult to find, it is marked on the map.

The demon gives the shooter an abakan and an improved overalls, and also a quest to clear the five-story building from zombies. The building that needs to be cleared is located next to a building with a broken roof. There is no need to enter the premises in the building; all zombies will be on the staircase. Just go up the floors, destroy the zombified ones, and return to the Demon. We communicate with the Demon, and return to Leila, who gives the box and directs the Shooter to the comrade who brought him here. Only he knows how to return to the forest. It can be seen by going down the stairs. We communicate with him, and he takes you to the transition point into the forest. We go there and talk with the Forester. The task is completed.

Find Grieg

Guide Grieg is marked on the map, so finding him is not difficult. From the dialogue with him, it becomes clear that Strelka needs to look for traces of his brother in Pripyat, where Grieg does not want to take him, but he has the opportunity to demonstrate the path from the Dead City to Pripyat. However, not for that.

Find ten dog tails

Look for dogs not in the city, but in the surrounding area. We hand over the tails to Grig, in exchange we get information about the road to the city of Pripyat. You haven’t been to the cordon yet, but you’re already going to Pripyat. First, you need to penetrate underground in the Dead City. Not far from the house where the guide is located, there is a park with a fountain. Not far from which there is a Cossack, we approach him, and you are transferred underground. We head along the tunnel to the end. You are transported to another tunnel. We head to the end again and the loading begins.

After loading, Strelok finds himself on a bus, and some guy is standing nearby. We communicate with him, and it becomes clear that Strelok fell into a funnel, and all his objects and means were torn apart. And here is the most fascinating thing: the stalker who found him is a member of the Monolith. And now you are being asked to overcome the test to join the Monolith.

Kill a flock of snorks in the city of Pripyat

You will have to destroy the snorks without Colt armor. We head to the Ferris wheel. As it turns out, the problem is completely solvable. The Monolith Colt is quite powerful and kills a Snork with the first hit to the head. It is also good to destroy them with a knife, using the right mouse button. After the snoring is over, return to the bus and report. The Monolithovets reports that the shooter has overcome the test, and you appear in Chernobyl, in the Chernobyl nuclear power plant sarcophagus.

Talk to Charon

The shooter is now a Monolith. We head to Charon, who reads a sermon to you, after which we receive the quest. Clear the lower floors of the sarcophagus of burrers and find the stolen decoder. Before the task, it is possible to quietly destroy a couple of non-quest characters who will have a monolith exoskeleton and a good gun. At this point, listen closely to find the decoder.
We go down the stairs. Next we head up to the place where there will be a turn to the right and to the left. We head to the left, enter the hall with pipes, and immediately turn to the left. There are stairs leading down. We go down it into the hall with pipes. We head forward, and on the left side there will be a “room” in which the decoder is located behind the barrel. In the same room with pipes, there is a wooden box with good artifacts. Next, we head and eliminate the burrers who are still alive until this time, and return to Charon. Burers die from the first hit in the head.

Clear Chernobyl Nuclear Power Plant 2 from infidels

The task is given by Charon. First we go up into the room with the monolith. Later we jump into the teleport and head forward, go through the hole in the wall and find ourselves in a hall with large windows. We follow it to the end, and there is a transition to the Chernobyl Nuclear Power Plant, where we head to Solomon, which is marked on the map. We communicate with him and run away to destroy the infidels. After the stalkers were finished, we go to the Sarcophagus, head to Charon, report that the task is completed.

Infiltrate the monolith's control bunker and clear it

Before the quest, Charon gives you an extremely good anomalous hard drive. Let's go to the Chernobyl nuclear power plant. On the map there will already be a transition point to the bunker, where we take everyone out in order. There will be zombies, burrer and bloodsuckers. Return to the Chernobyl Nuclear Power Plant, then to the sarcophagus. We communicate with Charon.

Talk to Marvin and complete his tasks

Marvin is located near the Monolith, it is marked with a yellowish dot on the map. He will give you a quest to find manuscripts in several places and deliver them back. Before searching for each manuscript, he will move you to the part of the level where the manuscript is located. Each time we find a manuscript, and back to Marvin. The first one will be easy to find; it is located behind the column. After picking it up, you will be transported to the highest structure from which you have to jump. The second time Strelka is thrown onto the roof of the radar. We go down to the level below. It is better to see the manuscript before you go down. Having taken the best weapons, we save and jump into the teleport. At the place of origin, two people in exoskeletons are already waiting for you. On the third attempt, it is completely possible to overcome this place. This is where Marvin’s tasks end, because Charon has an important task for Strelok. We are heading to Charon.

Get medicines for Charon in the city of Pripyat

The task is to take medicines for the Monolithians from the swamp doctor’s assistant in the city of Pripyat, because almost all of them are sick. We are heading to the city of Pripyat. To do this, you need to overcome the lower levels of the station, where you destroyed the Burrers. At the entrance to the front part of the station you are met by the Monolith Dyak, who needs to help clear the area of ​​warriors. This task is not required to be completed. We move to the city of Pripyat. Next we head straight to the stadium building. We go up the steps and turn right. There will be a Paramedic, the Doctor's assistant. However, as it turns out, he won’t just give you the medicine, because Charon is extremely in debt. And now the Paramedic needs either two night stars or ten dog tails. We give him what he wants, and return to Chernobyl to Charon.

Clear Chernobyl Nuclear Power Plant 2 from infidels

A certain Monolithian gets in touch with Charon and reports that the base in the city of Pripyat has been captured. We communicate with Charon and head to the city of Pripyat to meet with Mahon. We communicate with him and go with his guys to destroy the mercenaries. Be careful, there may be chimeras there. After we are done with the mercenaries, we again communicate with Mahon, who will give you the quest to drive the mercenaries out of the square, which is located in the center of the location. We head there, carefully destroy all the mercenaries and return back to Mahon, who will give you an anomaly detector. Now return to the Station to Charon and take the next quest from him.

Meet Marvin at the hotel

Now you will have to continue training with Marvin. Charon, at the end of the dialogue with him, moves Strelok to the city of Pripyat to a hotel where Marvin will be waiting for him. I advise you to immediately remember where the hotel is located on the map. We communicate with him, he hints to you about some carousels, and here the protagonist is transported to a Ferris wheel.

Complete Marvin's third task

The manuscript will be lying in front of the Strelok. We lift it and penetrate down the steel supports. I advise you to immediately shoot the snorks that live under the wheel. We return back to the hotel for the next assignment from our teacher.

Complete Marvin's fourth assignment

Now Marvin takes Strelok to the attic of the building. On both sides you will be met there by two mercenaries dressed in exoskeletons and with SHAFTs, we open fire on their heads. Next, take the manuscript, it will be lying in the corner of the attic room. There are still several mercenaries under the building, so you can't just leave there. We climb onto the roof, from there we destroy the mercenaries and go down through the broken roof along the boards. To get to the hotel, you need to go underground; those who completed the original game know about it. After returning back to the hotel and dialogue with Marvin, you and the Monolith are transferred to the roof, where we will receive the next task.

Complete Marvin's fifth task

We communicate with Marvin and take the final task from him. Quest for parkour lovers: you need to jump from the roof of a building to the roof of a five-story building, where the fifth manuscript will be lying. Before you take it, it’s better to save, because you’ll immediately be transported to the mercenaries in exoskeletons. You can simply run away from them; they are not easy to deal with. We return back to Charon.

Interrogate and remove the scout

Charon sends you to Dyak to interrogate the scout. We move from the sarcophagus to the Station, we see a diesel locomotive in front of us. We head along the road, which is located on the right side of it to the end. There is a monolith parking lot, where the Deacon and the spy will be. We complete the task and return back to Charon.

Talk to the Paramedic

The shooter was useful to the Paramedic for some reason. Let's head towards him. It becomes clear that you will see a “dead” character from the Shadow of Chernobyl - the Ghost. The mercenaries are holding him, and you will have to free him.

Free the Ghost

We shoot the mercenaries, approach the Ghost, communicate with him and take him to a safe place, interrogate him, return back to the Paramedic. At the end of the dialogue with him, we return back to the Station, along the way the quest “Return to Charon” will appear. Let's go back to him.

Destroy the Ghost

Charon has identified the Phantom and is now giving the order to destroy it. We are heading to the city of Pripyat. On the way, the Paramedic contacts you and demands that you come see him. We come to the Paramedic, he demands the Shooter not to destroy the Ghost. After the refusal, he injects Strelka with some nonsense, and after which the main character becomes neutral.

Protect the Ghost

We run away to the place where you left the Ghost, it is marked on the map. We destroy all the mercenaries trying to destroy the Ghost and approach him. Because Radar controls the monolith, it will not be possible to move from there to the swamps. Therefore, the Ghost sends Strelok to the control bunker in order for him to obtain documents with data on the route from the city of Pripyat to the Swamps.

Find the communication diagram of Pripyat and the Station in the Monolith control bunker

On the way to the Station in the city of Pripyat you will be met by several Monoliths. We move to the Station, later to the sarcophagus, and, ultimately, to Chernobyl Nuclear Power Plant 2. Here Solomon will take away all your things. At the end of the dialogue with him, he will give Strelok a shotgun with 120 ammunition, with the help of which we destroy three Monoliths nearby and move to the bunker.

You will have to wander around the bunker a little before you find the document. At the exit from the bunker, six Monoliths will appear in exoskeletons with SHAFTs. We eliminate them and get out into the street. Solomon will be waiting for you there. We communicate with him and receive the task of delivering a package to the bartender. However, we will deal with this later, but for now let’s return back to the Phantom.

We communicate with the Ghost and the task is completed. He directs you to Fang, who is on the same floor as the Ghost. We save before communicating with the fang. We communicate with Fang and follow him, he will take Strelok to the place of transition to the swamps. However, not everything is so simple: on the street there is a duel between Monoliths, mercenaries and monsters. We try to move close to Fang, and at the same time do not allow anyone to destroy him. We go to the crossing point, but here Fang receives a message from the Ghost on the PDA, asking him to return to him.

Return to the Ghost

We return together with Fang to the Ghost, who hands you three army first aid kits and a gravel cannon unknown to you. The Phantom will tell you how to use it. We are heading to the swamps.

Meet the Swamp Doctor

We appear in the swamps and head to the Doctor. We enter his house and under no circumstances open fire on his “clients”, otherwise the Doctor will be offended. From the dialogue with him, a lot of information about the Captain will become clear, but you will read it yourself. This task ends; the next one can be taken from the Doctor.

Find and kill the swamp creature

The doctor complains about a certain creature. There is no point in shooting at a monster; after you finish shooting a bullet at it, some spiders will come out of it. It is possible to destroy it. It is enough to open fire on him with an artifact from a gravity gun. A more powerful anomaly emerges from the gravity artifact. Please note that the anomaly that emerges from the artifact is a couple of times larger and more powerful than the usual one. And yet, the monster will not move into the anomaly on its own; you must manage to open fire at it or close to it. When the task is completed, we return to the Doctor, who hands you 5000.

Talk to Grig

We communicate with the Doctor, who sends you to the wanderers’ checkpoint to talk with Grig. Grig knows how to move from the swampy places to the forest, but he won’t just tell you: instead, he will give you the next task.

Lead to the measurement site and back

Kent will wait at the end of the bridge by the truck. We communicate with him and accompany him to the place of measurements, where there will be zombies, destroy them and communicate with Kent, who begins to take measurements and runs back, and you follow him, later we communicate with him and return back to Grig, who will give out the coordinates of the transition to the forest . The task is completed, we move into the forest.

Help the Forester shoot back from monsters

The shooter appears in the cave, and we immediately receive the task. We get out of the cave, shoot the cats trying to feed on the Forester, and communicate with him. If you have a first aid kit with you, you will get a recipe for transmutation. The first aid kit will be lying around in the Forester's house. And if you climb the stairs to the roof of the house, you can find a box there that contains overalls and three first aid kits.

Talk to Sutuly

Slouchy is the leader of a group of hunters. Let's head towards him. He won’t just show you the way to the warehouses; for this you will need to shoot a pack of wild boars with two hunters. We head to the Greek, communicate with him and go. The Greek will give you ammunition for a Kalashnikov and a shotgun, and a couple of scientific first aid kits.

Help hunters shoot wild boars

We run after the Greek, and later we shoot the wild boars. We communicate with the Greek and run after Zakhar, who will take you to the path to the warehouses. On the way you will meet two bloodsuckers and several poltergeists. After Zakhar stops, we communicate with him. A transition will appear, and a new quest: Find Sobolev and give him a message from Zakhar. We move to warehouses.

Meet with Lukasz

The shooter appears in the warehouses in the village, in one of the houses in the lair of the bloodsuckers. We quickly go down the stairs to the basement, where the cache is located, and from there it is also possible to shoot the bloodsuckers. We run to Lukash, who will be waiting for you together with a fairly large group of freedom.

Assist freedom to capture military base in warehouses

Lukash demands assistance in capturing the military base. When you see the crowd of Svoboda members, you might think that there will be no problems with the military. But no. It's better to save it in advance. We destroy the two military men sitting on the hill opposite you and slowly occupy the base. Make sure Lukash and Cap survive, otherwise the mission will fail. When we have dealt with the military, we go to talk to Lukash, who sends Strelok to capture the barrier. It is better not to capture it with Freedom, as they will trample through radiation and mines. It would be better to go around on the road, and while the military is busy with Freedom, it is possible to quietly kill them. Cap should stay alive, so save often. Next, we return back to Lukash, who will issue a reward and the next task.

Find the stalker Lefty

Lukash demands to find him so that he can help bring freedom to the base. However, first you need to go to the informant so that he can show you the way from the warehouses to the bar. It is located in the village where in the Shadow of Chernobyl it was necessary to kill the traitor to freedom Pavlik. We will return to this task later.

Find a folder in the territory of freedom for the Informant

The informant, of course, won’t tell you anything just like that; he needs to find documents at the military base. They are located under the ruins of a brick structure. We took the documents and returned back to the Informant. Here it turns out that the Captain is mentioned in the list of agents, and at the moment he is a guide to Duty. More on that later. At the moment we are heading to Bar. Don't forget to pick up a new task from him, otherwise you simply won't get on the radar.

And the bar is run by bandits. At the entrance you have to pay 2000, there is a lot of exciting things to do in the area of ​​the bar. First, we head to Borov, who is now a bartender, and of course is in the bar. We communicate with him, he sends the Shooter to the Count, who will be at the place where it was possible to take part in battles in the arena. However, first we’ll take the task from the man standing in the place of the bartender’s guard. In addition, it is possible to pick up the task from the brother who is standing near one of the tables. Now we are heading to the Count, who is telling you about mercenaries and helicopters.

Deliver documents and weapons to the Count

We get out of the bar in the direction of the landfill. On your right side there is a steel mesh, at the end it is possible to jump over it. We head forward and observe the path in front of us, we walk along it in the direction of Yantar. And here is a surprise: a flock of snorks (24 individuals). It's better to destroy them with an F1 grenade. After there are no snorks left, it is possible to follow the path forward and there will be three boxes. We take their contents, turn around, and observe seven bloodsuckers where the snorks were. I do not recommend using the contents of the boxes. We deal with the bloodsuckers and follow the path in the direction of the bar. We get out onto a “piece” of wild territory and turn to the right. We go out to the bar, hand the bandit 2000 and head to the Count. Do you think there will be a good reward for eliminating such a number of monsters? The bonus is one of the cannons and armor-piercing ammunition, which you can get from Borov for four bottles of vodka.

Find the Prince and deliver the gun to him

This task is learned from the Count. We move to the warehouses and head to the barrier, near which a helicopter is marked on the map, under which there will be a box, and in it the Prince’s trunk and other things. We take everything and move to the radar. If the transition to the radar is not marked on your map, then you need to pick up the task from the informant.

Extremely evil kinks greet you on the radar. And a little further on there will also be a controller. Later we will meet a huge pack of dogs. We jump onto the stone and from there we shoot the dogs and head further. Now we meet the trap of the military, who apparently have been waiting for you for a long time. We destroy them and collect their swag. At this checkpoint there is a trailer, the entrance to which is blocked by an electric fence. It contains berryl in impeccable condition.

A few meters later there is a second military checkpoint. We eliminate them and cleanse their bodies. We go to the intersection (Look closely at the PDA) and turn in the opposite direction from where you went in the Shadow of Chernobyl in X-10. In short, we head along the road, which is hidden behind the trailer. We follow the road to the end, eliminate the chimera, overcome the electra and observe the Prince. We hand him the barrel, pick up the new quest and save. There will be three mercenaries at the entrance. Now pay attention to their names, and the contents of the fifth scroll. For now, let's move on to the task from the Informant.

Deliver food and first aid kits to the diggers

Now we are heading to the end of the radar to the military base, where the diggers that the Informant asked to be saved will be lying around. You will see them right away on the PDA. Be careful, there will be three chimeras. Having dealt with the chimeras, we approach the main one, which will be lying in the center. First we communicate with him, and then we give him a first aid kit. To complete the task, you need to have five first aid kits, five cans of stew, five sticks of sausage and five bottles of vodka. By the way, nearby is a trailer with Freedom’s body armor.
We communicate with Sviblov and take on a new task.

Bring the corpse of the super bloodsucker to Sviblov

The bloodsucker is marked on the map. I recommend taking advantage of the game's glitch and shooting him from an elevated position from a distance. The bloodsucker will not react in any way to falling into it. And under no circumstances should you destroy him with a gravity gun, because you will still need his body. If you can’t drag the body, take off the suit. We carry Sviblov’s body and communicate with him. We take the next quest from the same Sviblov.

Catch the traitor

Sviblov has a traitor on his team, and he demands to catch her. To get into the place where he left the cache, it is necessary to bypass the entire radar and go into the forest, where there are many monsters, and there is strong radiation on the radar. We head to the hiding place and wait. We observe one New Member, wait for the command and eliminate him. He has no weapons, so it is possible to simply shoot him in the back. Here an amulet with protective qualities appears in your inventory. We don’t touch the body of the shot Chistonebovo man; he has nothing. We return back to Sviblov, who will give you a carbine and the task will be completed. Don't forget to talk to the stalker who is near the wall. He will tell you a story about six magic amulets and give you a task to find them.

Find documents and system unit in laboratory x-10

We take the task from Sviblov and move to X-10. On the way, we will certainly break all the boxes we come across, which will contain armor-piercing ammunition and scientific first aid kits. We move forward, destroy the mutants. There will be a system unit lying nearby where the burrers gather.
Next, we go down the stairs and head to the place where in the Shadow of Chernobyl the Shooter turned off the brain burner. In this room there will be documents lying around in the corner. Before picking them up, I recommend saving, because after this a lot of mercenaries will appear. In this case, one will appear directly behind you. We penetrate to the exit, clearing the route from opponents along the way. We get out of the laboratory. We hand over what you have obtained to Sviblov. At this point, the tasks from him are completed, it is possible to return back to the warehouses and obtain the second part of the documents for the Count.

Deliver the second part of the documents to the Count

We move to the warehouses and come close to the mark for moving to the bar. We turn to the right and head straight to the hill. After a few tens of meters, a box with documents will become visible. A little further there will be two chests with swag, be sure to take everything from them. Now it’s possible to go to the bar and see the Count. By the way, the two guns that were in the chest can be sold at cost. We communicate with the Count, the task is completed.

Provide assistance to Sakhatom. Find the Prince's hard drive. Extort the debt from the stalker or shoot him. Help your duty to repel the attack of bandits.

Now we are looking for the stalker Sakhaty in the area of ​​the bar. We communicate with him and receive the task “Help Sakhatam free his friends from prison.” We head to the Prince and communicate with him, receive the task “Find the Prince’s hard drive.” At the end of the dialogue, we pick up the next quest. We return back to Sakhatom, from whom we learn that the hard drive is in the Dark Valley. We move to the landfill and go to the depot, where Zheka will be, and communicate with him. He gives you a piece of Semetsky's card for repaying the debt to the Prince. We agree.

Now we are moving to the Dark Valley. At the entrance we receive a may-day from Voronin and the task “Assist the duty to repel the attack of bandits.” Let's run to help. Destroy dozens of bandits right away with the F-1 grenade. Make sure Voronin survives. We approach Voronin and talk. We receive a reward and take the task to talk with the captain. We approach the captain, communicate with him and hand over a message from Zakhar. We continue chatting with him until the end.

Now we are heading to look for the hard drive at the gas station; nearby there will be a two-story building with five bandits. We eliminate them and look under the stairs where the hard drive will be lying. At least sometimes he ends up with one of the bandits. Now we can go back to the bar. We hand over the hard drive to the Prince and hand over two tasks to him. And of course 25,000. We receive in exchange the “Mom’s Beads” artifact. Now we run away to Sakhatom and take the transmutation recipe from him. We take the task from the prince to find a bag of grass and head to the Dark Valley.

Clear the area adjacent to the x-18 laboratory from monsters

Voronin demands that you clear the area of ​​monsters. There are a lot of all kinds of creatures there, but the main goal is to destroy all the snorks. Stock up on ammo and head out to kill them. We clear the area, return back to Voronin and pick up a new task.

Find the bandits' cache in the Dark Valley and deliver its contents to Voronin

First you need to find the bandit Zhila. Move into the Dark Valley towards the factory. The vein is located northeast of the factory. Let's talk to him. We won’t immediately find out from him where the cache is located. First you need to run back to Voronin and persuade him to place Zhila under protection. Then we return to Zhila and find out the coordinates of the cache, which is located on the roof of the main building, where you need to climb along a wooden ladder. There are a lot of mutants in the factory, so be careful there. Don’t forget to put your unnecessary equipment in some hiding place, since the contents of the bandits’ cache will weigh about 45-55 kilograms. We take the contents and return back to Voronin. We give him the swag and receive a reward. After which we get the path Cordon - Dark Valley.

Destroy landslides

Immediately after receiving the task, we go to the swamp located under the bridge. It is necessary to catch up before the landslides run away. We destroy them using optics. We collect their tendons and head to Petrenko, who hands you an extremely powerful shotgun, an analogue of the chipper from Call of Pripyat.

Bring help

You need to go to the point marked on the PDA, talk with the stalkers and escort them to the Wolf. While they are moving to the camp, they need to be protected from dogs. After this we communicate with the Wolf.

Help the stalkers recapture the village from the bandits

We receive a task from the Wolf and run after a crowd of people to recapture the camp from the bandits. After the village is captured, we communicate with the Wolf. With this task completed, we head to the Bartender, who will be located in Sidorovich’s bunker. We communicate with him and receive the task to find Varyag, who is located at the Agroprom Research Institute. We are heading to Agroprom. At the entrance we receive a task.

Talk to Bes

We head to the Demon, who will ask you to separate Lefty from the mercenaries, which you need. Let's go after Bes. Be careful, there are a lot of monsters at Agroprom. We go with Bes and Mole to the mercenaries and destroy them. We enter the building, see Lefty and communicate with him. He doesn’t want to enter freedom for nothing; he demands a scientific suit of mercenaries and a new thunderstorm. After we discover all this, let’s go back to Lefty. Don't forget to pick up the task from Bes: deliver the changed lr 300 to the debt. In the meantime, we go down into the Agroprom dungeon and find Varyag there.

Talk to Varyag and complete four laps

Before talking with Varyag, we discover the cache and put our own items there, otherwise Varyag will take most of them for himself. We leave only first aid kits. We approach Varyag, throw the first aid kit on the floor and communicate with him. We take the task “Walk four circles” and take the first aid kits. It is necessary to use only a knife to destroy the mutants, while going four circles around the dungeon from the Varangian to the exit and back. On the first circle there will be zombies, on the second - snorks, on the third - bloodsuckers, on the fourth - burrers. The reward is a recipe for transmutations and an m-16 with a silencer and optics. After the task “Go 4 laps” is completed, we communicate with Varyag and receive a new task.

Talk to the Bartender

We head to the cordon, talk to the bartender, who will issue a new task.

Find and interrogate Major Yarofeev


We head to the checkpoint on the left side of the road. At the same time, as quickly as possible. We observe three stalkers attacking a checkpoint. We quickly enter the checkpoint through the first door on the left side and go further to the barracks where you will find him. Just don’t shoot right away, you need to interrogate him first. At the end of the dialogue with him, immediately destroy him, and don’t forget to search: he has a fragment of the map of Semetsky’s cache. Now we return back to the Bartender, who will give you a parcel to Sidorovich and send you to the Peacekeeping Corps.

Deliver a message to Sidorovich

We are moving to the peacekeeping building. We communicate with the patrol and move on. We approach Sidorovich and hand over the parcel.

Deliver cognac to General Smith and find Colonel Brown

Sidorovich demands Strelok to deliver cognac to General Smith when he tries to find the location of a person who may know where to find Strelok’s brother. We deliver cognac and take the task from the peacekeepers.

Rescue Corporal Foster

We head to the place marked on the PDA. We see a yellowish dot that marks Corporal Foster, only he is located underground. We climb onto the hill and there we look for a cave, at the entrance to which a psi-dog is waiting for you. Try to shoot her in such a way that she doesn't see you. Now we see two steel doors ahead of us. We open the one located on the left side and head towards the left side of the cave. On the way you will meet three snorks and a controller. Now we see another metal door on the left side, behind which Foster is located. Let's talk to him. The corporal rushes to the base, we follow him. We go to the base and head to Brown for a bonus and a subsequent task.

Provide assistance to peacekeepers to return the base under control

When you accept the task, Brown will give you the lr-300, ammunition for it, f-1 grenades and first aid kits. We follow Brown to the old base, where five peacekeepers are already waiting for you. At the moment, I recommend taking a more powerful barrel. We communicate with the colonel and the doors to the base open. A lot of monsters run out, we destroy them. After which the peacekeepers take up positions at the base. If the task is not completed, it means there is still a mutant left somewhere on the base. Now we are communicating with Brown and receiving a reward.

Conduct reconnaissance at the factory

Brown demands to find traces of the missing team at the factory. We head to the factory, where you will be met by many zombies and a controller. We enter the left side of the factory. We go up the stairs to the very top where we observe the body of the peacemaker. We take his PDA and head to General Smith, who will reward you with a unique M4 barrel. After which we return back to Sidorovich. We take the next two tasks from him.

Take the letter to the Bartender

Well, we’re bringing Bartender a letter from Sidorovich, what else can I say? Don't forget about armored personnel carriers.

Meet with incognito

Let's go to the bar. First, we talk to Borov. We get the quest. Now we talk to the ranger. If you did not persuade Lefty to enter freedom, then he will not be there. The Pathfinder will be standing to the left of the bar. We also talk to him and get the quest to meet with him incognito. We go to the Landfill, and then to Agroprom.

Now we go straight along the road, which is in the center. That is, to our right will be the central complex. We see in front of us something like a basement, everything is still littered with rubble. I marked it on the map. We go there and they offer us to move to another location. Let's move on. We appear in Strelok's hiding place, and the Swamp Doctor stands opposite. There will be swag in the cache, collect it all and talk to the Doctor. He will talk a lot about the cache and that's all. Now let's leave here.

Find information for Borov that the courier brought to him (part 1)

We go to the Dark Valley and go to Voronin. He will give us a tip to the factory. We go there and take out all the bandits. ATTENTION! One of them has a fragment of Semetsky’s cache. So don't forget to search. Now we go downstairs, there the Hog Courier will be sitting in a cage. The PDA was taken from him, but he gives a tip to the upper part of the X-18 laboratory. We head to the building through which you can get to the laboratory, go inside and go towards x-18. Halfway there we hear the sound of an explosion and a task appears to talk to Borov. We'll have to go back to the bar.

In the bar we talk with Borov. It turns out that the Phantom obtained the information, and only he can have a copy. But to get to Pripyat, you first need to talk to Lukash. Now we approach the Pathfinder and take the quest from him.

Afterwards we take the quest from the count. The quest will be continued later.

Meet with Caesar + Find the “liquidator” artifact for the Pathfinder

The Count says that you need to find 3 flash drives in three hiding places. They lie in the outer courtyard behind the bar. To get there, go to the southern bandits' checkpoint, there will be a fence on the right. At the end you can jump over it. That's what we do. Now we walk along the other side of the fence and see the bar buildings, but from the other side. This will be the backyard. It's all pretty confusing there. Here's a video that shows everything in detail:

So, the passage to the Wild Territory is open, so our path lies there. Let's move on. In the passage over which there was an ambush of mercenaries in the original game, in the middle of the path, an Arrow will appear in front and behind the controller. I advise you to quickly knock down the one in front of us and run away from the reach of the second one. Now you can shoot him from behind the wall. Go ahead. Now we need to find the railway workers. To get to them, you need to go all the way along the rails, and then turn right and jump onto the wooden “something”, and you will be transferred to the railway workers through the teleport. Here's a video for you, you'll definitely understand it:

Now we talk to Lector, the head of the railway workers, and take the quest from him, for completing which he will give us the artifact.
We go through the railway tracks into the woods and look for 3 corpses there. We find them, take the antizombine and the device, after which we return to the Lector. Here's a video.

But he says that he doesn’t have the artifact, so let’s go and talk to St. John’s Wort. He gives us a quest to kill three super boars and information on the location of the artifacts.

Now we return to the interior of the Wild Territory. To get there, you need to follow the rails to the southwest, to where they end. There will be a ravine on the left, and in it there will be a teleport. Let's jump. We appear on the roof of one of the houses. There will be another house opposite us. We jump onto its roof. We walk along it a little further, and we see that there is a hole there. We jump into it, but only very carefully. There will be 2 “liquidators” in this house. It’s not difficult to find them, and then we jump out through the window.

To kill the boars, we go to the underground passage with frying dishes. That's where they will be. Having finished with them, we return to St. John's wort and take on the next quest. Now, if you wish, you can go to the bar and give it to the “liquidator”.

We jump into the teleport and go to the end of the location towards Yantar, through the underground passage with “fries”. After leaving the passage, run only on the right side of the road. Then eventually there will be a path to Yantar. Let's move on.

We appear on Yantar. We are moving to the Bunker. In the bunker we approach Caesar and give the flash drives.

Find the third part of the documents + Clear the area adjacent to the X-16 laboratory from Zombies

We take these 2 quests from Dan and Caesar.

First, let's take the docks. We put on an ecologist's suit and go around X-16 along the ravine on the western side. We go into the outer courtyard, we see 3 garbage bins. There is a case between them, the documents will be in it. Let's take them. Now it's time to party! We climb over the fence and take out everything we see. Having had some fun, we return to the bunker, talk with Dan, and then with Caesar.

Put tags on monsters for Sakharov

We move on to the Wild Territory. A pseudo-giant will easily find you there and you need to put a tag on it. In principle, there should be no problems, its speed is not very high, but its killing power is increased. Now we go to the bar, where we give the “liquidator” to the Pathfinder and take 2 new quests from the Count. We move on to the Dark Valley, where we will look for the chimera. It will be just north of the drainpipe through which you can get into the factory. Try to hit it from afar the first time and run as fast as you can to the Cordon. At Cordon we will look for the bloodsucker who is hiding in the farm. If you have a quest from the Miser, go to the Peacekeeping Corps.

Bring 10 loaves of bread to the Miser + Find a bag of grass for the Prince in the warehouses

You can pick up the quest from the Miser after you persuade Lefty to join Freedom and talk to Lukash.

First of all, we go to Sidorovich and find out for FREE!!! Where is the Baker located? Let's go to that place. We go through the gate and find ourselves in a complete copy of the bar, only in the place of the bartender there will be a Baker. He will ask you to bring 5 bags of flour from the village with bloodsuckers, which is located in the Army Warehouses.

Now you can get to the bar directly from MK along a secret path. To find it, you need to go to the extreme southeastern point of the Peacekeeping Corps and find a swamp there. It will be next to an abandoned factory. We go around the swamp and see that a passage to the bar has appeared. Let's move on.
We appear in the bar and go to the Army warehouses. There will be a lot of bloodsuckers in the village, so I advise you to come up with something. Personally, I brought them to the freedom base. And he got rid of the monsters and got some swag.

A bag of grass was marked on the map by Kruglov

Now we return to the bar and give the bag of grass to the prince. We take one more task from him and move from the bar to the Peacekeeping Corps along the path. We go to the Baker, give the bags and receive bread in return, which we take to the Miser at the AS. The quest is over, we take the next one from the Miser.

Find the controller's heart artifact + toolbox for the Baker

So, I very earnestly ask you not to forget the Kruglov device. We go to Agroprom and see a mark on the swamp on the map. We go there and walk through the swamp until the message “An artifact has been found” appears. Now the “controller's heart” will become visible, and we can pick it up.

When we have the artifact, we can climb into the rusty body, it will be located in the same swamp, and get a toolbox from there. We go to the Peacekeeping Corps and give the Baker the box.

Bring a briefcase with important information to the Miser

The case for the Miser will be underground. Here's a video that shows everything.

We pick up the case and PDA, then go to Yantar and go to the scientists’ bunker. We approach Kruglov. Now there is a choice: give him the detector and the “controller’s heart”, and get a reward for it now. Or keep the device as a reward, and use it to look for art “the heart of the controller.” But even if you chose a reward instead of a device, you can still buy this device from him for “buerer’s grandmother’s beads.” Now we approach Sakharov, hand over the quest to him and receive the transition Yantar - Radar. By the way, you can take a secondary quest from him to find the sea urchin art. As a reward for such crappy art, he gives “Sev” 8000. Now we take the next quest from him. Afterwards, he sends Strelok to Dan for details of the operation.

Eliminate Associate Professor Dorodin in the Dark Valley

We talk to Dan. He marks the card and tells the details of the operation. Now it would be nice for us to get a sniper rifle. Dan sells it for 4 fireballs. If you don’t have these artifacts, you can buy SVD-S on DT from Lector for 12 thousand. We go to the Dark Valley and go to the place indicated on the map. We climb onto the roof. Let's save. To the left of the three military men there will be two scientists. Let's shoot the one to the right first. This is Dorodin. We return to the scientists’ bunker and are rewarded with a transfer from Yantar to Agroprom and the recipe for the “Tears of the Chimera” artifact. For 2 chimera tears you can buy the Radar - Dark Valley transition from the Informant.

We take the next quest from Kruglov.

Find out what happened to laboratory assistant Lazarev

We go to Agroprom and go to the swamp. Fortunately, the transition to Yantar is located near the swamp. Lazarev's corpse will be in the carriage. A flock of swamp landslides will hang around him. We shoot the landslides, search Lazarev and return to the bunker.

Find 3 safety helmets

Now we move from Yantar to Radar, go to Sviblov and talk to him only about the professor from x-10. Now we return to Yantar again and talk with Kruglov about a pistol that shoots tranquilizers. He sends us to Voronin.

In general, I’ll say right away, you will be robbed by bandits in Rostock, so whether you leave your equipment in a hiding place or take it with you is up to you. We move on to Rostock. We pass through the tunnel with the frying dishes, go a little further and find ourselves in the carriage. We immediately pick up the cartridges from the floor, take out a knife and knock down the bandit in the carriage. We pick up his shotgun, take part of Semetsky’s map from him, take out the whole gang and take the case with information for Voronin from one of them. Now we go to the Lector, give him the helmets and take the next quest from the Lector. We go out to Rostock and go to the bar. By the way, in my opinion now will be the time to go to the Informant for passage from the TD to Radar.

Find 3 disks with information

Let's go to the landfill. We go towards the Depot. Here's a video for you:

We take the disks and go to the Dark Valley.

Give the case to Voronin

We go to Dolgovtsy, give Voronin the case. Next we take the quest from Petrenko.
Now let's return to Kruglov. Transition TD - Radar was bought from the Informant, I hope.
We appear on Yantar, take the Colt from Kruglov. We give the disks to Dan and get a carbine. Now I advise you to be well equipped, since we are going to x-10. And by the way, there will be a bone breaker there on the way back. Let's go to Radar.

Find the crazy professor and take his diary

Let's go to laboratory x-10. Let's go deeper. Along the way you will come across burrers, bloodsucker and jerboa. You can open the door with a combination lock.

We reach the stairs, but don’t go down them, we go into a larger room. The professor will stand there. Let's save. We take out the Colt and shoot with one cartridge. If it doesn’t work, load the save. We talk to him, he gives the diary. Let's go back. At the very end, a bone breaker will be waiting for you. We kill either with a gravity gun or 1 clip of an anomalous thunderstorm.

Find a radioactive container

You can see a helicopter in the forest on the map. Let's go to him. There will be 3 breaks near the helicopter, take them out. We go around the helicopter and see a container next to it. We select.
Next I decided to go to the x-10 laboratory. You can go somewhere else if you want. Let's move on to Yantar. And by the way, take the crossing from Sviblov only if you are going to cross it right now, since it is temporary.

Find information about experiments in laboratory x-16

We go to the scientists' bunker and give Sakharov the professor's diary. Let's get better equipped. Now we head to the laboratory. We, of course, remember where the entrance is from the PM. Let's go to x-16. Now the fun begins. Almost the entire territory has maximum radiation, so you can only stop in some places. In places with radiation, you cannot stand in one place. Along the way we will meet snorks and zombies, then zombies and burrers, and at the end there will be a controller. The laptop lies at the very top, behind the shelf with buttons. See screenshot and video.

In principle, nothing difficult if you have good equipment with you. We get out of the laboratory, going to the very end, then turn right, into the cell with the number 10. There will be a hole in the floor, and we jump into it.
Let's move on to Yantar. Directly in front of us will be the corpse of a stalker with part of the map of Semetsky’s hiding place. Let's take it.
Let's go to the Army Warehouses to look for Fang.

Help Fang fight off the mercenaries

We go to the village where there was a detachment of debtors in the Shadow of Chernobyl. We kill all the mercenaries. One of them will have a fragment of Semetsky's map and a light machine gun. Don't forget to pick up a piece of the map. We hand over 2 quests to Fang and take the quest to check the x-18 laboratory.

Now we go to Lukash and give the radioactive box. For this we get a permanent transition Radar - Pripyat. We take the next quest from Lukash.

Destroy the kink lair at the abandoned checkpoint
We run to an abandoned checkpoint aka a mercenary checkpoint in the Shadow of Chernobyl. There will be 5 kinks, and if you're unlucky, a couple of bloodsuckers. We sort out the kinks and return to Lukash. As a reward we receive an SVD-S and a pack of cartridges for it.

Next, I do not recommend going to x-18, since this will be followed by a task to clear the bar. So we go to Pripyat. Don't forget to take a walkie-talkie with you for Zakhar. Find the Ghost (he is marked on the map) and talk to him. It turns out that Borov’s information was in one copy, and only Fang could have kept a copy. Well, okay, we’ll go see him when we return from the Dead City, where we’ll go after Pripyat. We talk to the Ghost again, and he reports that Strelka was looking for a man who introduced himself as the Magician and the coordinates of his location.

Meet the Magician

We go to the south-eastern part of Pripyat, to the garage area. I don’t know how it will be with you, but I was attacked there by 5 chimeras, 2 burrers and a pseudo-giant. So it’s better to immediately think about how you will get rid of them.
Now about how to move on to the Magician. We jump onto the blocks (see screenshot), and from them to the garage. Now we run along them to the end. You will be teleported beyond Pripyat. Now that you are beyond Pripyat, you need to run to the place where the transition to the Radar is located. There will be a van there, and Marvin will be standing in it. We talk to him, after which he shows us kung fu and takes all our things. What a bitch! No, of course you can throw out your things nearby, or hide them in a hiding place until the conversation. I was just too lazy to do it, I’d rather run around Pripyat in a sweater. We talk to him again, he gives us a Colt with 40 rounds of ammunition and sends us to kill the Paramedic.

Now the million dollar question: how can we get back to Pripyat? Personally, I still didn’t understand, but I found a way out: we run beyond Pripyat to the stadium, and we are transported to the Chernobyl nuclear power plant. We return to Pripyat, and now we are almost close to the Paramedic.

We go to the Paramedic, we talk, we get a sawn-off shotgun with which you can kill the sorcerer. Again we go to the garages, teleport to Mervin. We just approach and kill him with one bullet to the head. Now we go to the Ghost to find out what is with our things. When I read that he wants the Shooter to complete one more task before the Ghost gives him his things, I wanted to put 3 clips in his head.

Find a box of dynamite in the House of Culture

The House of Culture is the place where the Monolithians settled. It is located opposite the stadium. We go there, get rid of the Monoliths, take the VAL with a gun sight from Mahon, go for the box. It is located under one of the stairs leading to the balcony. There are 2 of them in total. Watch the video. Take the Box.

On the way back, we pick up part of the minigun assembly manual. Where it is is shown here. She will also have a medallion with her. That's it, now let's return to the Phantom. He gives us all our items + screw cutter. And in my opinion, this bastard stole my suit and all my first aid kits.

We switch to the radar and go to Sviblov. When you appear on the Radar, save as a normal save just in case. If you didn’t take the radio with you for Zakhar, then run after it, and then return to the Radar to Sviblov.

Talk to Sviblov + Talk to Leila + Get to the place where Mohammed has an appointment

If you talked with Sviblov, you need to immediately go to the Dead City, because the transition may disappear after a while. We take the passage from Sviblov and head to the northeastern part of the complex. The Monoliths will be waiting for us there. We get rid of them, go through the hole in the wall and go to the barbed fence. We are transported outside the location. We move on to the Dead City.

We appear in the Dead City and go to Leila. We talk to her, we get a transition to the Forest. Now we go to the edge of the city to the House, where the stalker Fima will sit. We learn from him that the meeting with Mohammed has already passed and he has left. Let's go to the Forest.

The "Secret Paths 2" mod is based on the "Secret Paths" addon. TT2 is a new backstory to the original Shadows of Chernobyl. A new storyline that intertwines with the quests already known from TT, and which reveals more deeply the reason for the appearance of the main character in the Zone. The main goal that faces him is now quite specific and clear. Quests that were known from NS5 and TT have undergone a lot of changes. Supplemented and adjusted in order to correct a lot of errors and plot gaps, as well as to more fully reveal the main storyline.

System requirements:
- OS: Windows XP SP2 / Windows Vista SP1 / 7
- Processor: Pentium 4 2.0 GHz / AMD XP2200+
- RAM: 512 MB
- Video card: nVidia GeForce 5700 128 MB / ATI Radeon 9600
- Audio card: DirectX-compatible
- DirectX: 9.0c.
- Hard drive: 10 GB free space

Description of TT2:
1) New design: updated main menu and updated hud, new loading screens, new inventory icons, musical content of the game (compositions and fragments of music used: Clint Mansell, Marylin Manson, Sting, Nancy Synatra, Camel, Linda Perry, Doors, Soungarden, Tito & Tarantula, Black Sabbath, Deep Purple, King Crimson, Beatles, Jimi Hendrix, Finch, M, 5"nizza, Morcheeba, Paul Mauriat, Mireille Mathieu, Aria, Auction and many others). Almost all quest NPCs have been voiced, voiceovers have been added monologues.
2) A large number of new characters, new monsters, objects and items have been added. Three new factions: Nomads, Peacekeepers and Hunters. Electro-Chimera has been replaced with the new "Bald Chimera". The merchants have been changed: Borov is in charge of the Bar, the Bartender is in charge of the Cordon, Sidorovich (just preparing to become an influential merchant) is located in a village not far from the Peacekeeping Corps. But during the course of the plot, everything will change and the traders will take their “rightful” places, having previously agreed and carried out one “grand” business, which will subsequently change a lot in the Zone. The Dolgovites will certainly occupy the Bar, driving out the brothers from there, although it will not be easy, the help of the GG will be necessary. This will be a condition for the correct passage of the plot. The ending is handled completely differently. The game now has three endings. Correct (conditionally correct) - one. It won't be easy to get through.
3) Added 4 new locations: Dead City, Forest, Swamps, Peacekeeping Corps. Transitions between levels, the so-called "Secret Paths", are unstable. There will be a large number of them, but, as a rule, the Paths will lead only in one direction; the way back will have to be sought or received from the plot characters. Some stable crossings are only in the inhabited part of the Zone (Bar-Svalka-Agroprom-TD-Kordon), as well as Pripyat-Chaes.
4) The vast majority of quest items known from TT are hidden in other places. Now we have to look for everything again.
5) Added new weapons and artifacts. The subject environment has also expanded.
6) The music in the Bar has been changed. Added Sweepstakes - you can “rise” well in the monetary sense. In order to place a bet you need to talk to the Bookmaker. The probability of winning (as in real sweepstakes and other lotteries) is random.
7) Read the dialogues and SMS messages carefully - a lot of “tips” will be given there, a lot of useful and necessary information that is not indicated in the tasks.

Hood and radiation:
In order for the radiation scale to function in the new hood, you need to hang a dosimeter on your belt, which is present immediately in the Main Character’s starter kit. Subsequently, you need to make sure that this device does not disappear from your inventory and is not removed from your belt. If you suddenly lose your dosimeter, it is sold from traders. In the new hud, tasks are displayed on the screen in the form of SMS messages (there are no more large letters in the center of the screen displaying the received task), be careful, do not rush. And another point was noticed that until the dosimeter was hung on the belt for the first time, grenades were not picked up. As soon as they hung it for the first time, everything was fine with the grenades. Hang it right away.
About radiation:
» The unit of measurement for accumulated radiation dose is Roentgen, or Rem.
» The dosimeter shows the background level around the player with an arrow.
»Radioactive artifacts are also detected by a dosimeter when worn on the belt.
» There are non-lethal levels of radiation.
» One Antirad does not remove all radiation, but about 20 - 25 Roentgen.
» Artifacts that remove radiation remove the accumulated dose. But antirad is still more effective.
» The dose of radiation is eliminated on its own over time, but very slowly.
“When 150 R is accumulated, stamina begins to deteriorate - it is spent faster and restored more slowly.
“When 300 R are accumulated, psi-health begins to deteriorate, not completely, but quite noticeably. It is necessary to reduce the radiation dose to an acceptable level (less than 300 R) and psychic health will return to normal in the near future.
“Also, from 300 R, health begins to deteriorate, its maximum level drops. This is not fatal, but it makes playing while irradiated more difficult.
"When 600 R are accumulated, radiation becomes lethal - health gradually decreases to zero, there is no lower health limit. With further accumulation of the dose, the rate of decline in health increases, an irreversible process occurs.

Possible problems and their solutions:
Crashes are possible at large locations, as well as when moving from location to location. Lowering the graphics settings helps in this case. When you crash while moving to another location, the autosave, as a rule, remains working. Just load the autosave and that's it. In the Forest, it is possible to crash during the second or third attack of the controller, in this case it is advisable to quickly send the controller to the controller's paradise.

Recommendations:
1) It is advisable not to use a “quick save”, but to save through the menu or console, in order to avoid breaking saves. Make saves before moving to the next location just in case.
2) To remove the swaying of the camera when walking, you need to find in the file: user.ltx (path: C:Documents and SettingsAll UsersDocumentsstalker-shoc) alphabetically find the line: cam_inert and set the value to 0. By default it is 0.7.
3) We recommend turning on “Rare Caches” in the AMK options (especially since they are not so rare now), you will find a lot of interesting things. The works, advice and all kinds of help from the following people were used: AMK_team, dan, Erlik (Garry_Galler), Monnoroch, Rusya, Chimaera, TIREX, Sery, HECTROL, Kolmogor, ferrari314, Serafim12, Kostya V, ANVil, Aaz, Zeka1996Korneev, Storyteller, Deathdoor, Born, Chingy, idler, Zereset, Dester, n6260, -D-eath, kirag, malandrinus, Scarabay, 22ff, amik, Khabarych, Shadowman, KD87, D1mon, lsclon, dimos, tor62, Aleksandr44, Mikha, gruber, Cation. If I missed anyone, please let me know and we will definitely add you.
Many thanks to the people who took part in testing TT2: Mikha, gruber, Cation, tor62, Aleksandr44, n6260, mikelik, pahancop and many others.

Most weapons have the safety on; in order to remove it, press the numbers 9 or 0.

1) Installed the "Golden Autumn" mod - a small texture addition. Gives visual flavor to the time of year in which the plot unfolds

2) "Fixes"
We insert a little “brains” into Zakhar so that he doesn’t become stupid, we also insert a little brains into Vasilyev, who is in the Forest, in addition to this, there are some more edits further along the plot. Fixed possible crashes at full speed in the Forest due to controllers. The attack of the Bar by the Dolgovtsy has been adjusted. The ability to save when accompanying Fang in Pripyat has been corrected. The texts have also been corrected for typos and some errors.

3) "Update"
Lots of edits and additions

4) "Fix for Update"
1) Fixed crashes due to glitchy zombies (Pripyat, TD, Yantar).
2) All characteristics of body armor, protective suits, raincoats and jackets have been completely redone.
3) Fixed grenade launcher for LR300.
4) Fixed incorrect display of body kits on icons in the inventory for several guns.
5) Fixed a glitch with miracle boxes in Pripyat.
6) Made identical gloves for all weapons.
7) The amulet in X-16 has been corrected (some could not find it). But for this correction you need to load before taking the quest for Amulets.
8) The robbery on Chaes-2 has been corrected (for some, the script for the spawn of a Monolith who robs the actor did not have time to work).
9) The logic of the Svobodovites, led by Lukash, has been changed.
10) Many important minor and medium edits.

Game information:
Name: S.T.A.L.K.E.R.: Secret Paths 2 - Another Story + Guide
Game release date: 2011
Genre: Action (Shooter) / Standalone Add-on / 3D / 1st Person
Developer: GSC Game World
Publisher: antreg & dimos, with direct participation of Erlik (Garry_Galler) & Stalk15, as well as gruber & amik & Ruvin
Interface language: Russian
Voice Language: Russian
Publication type: RePack
Game version: 1.0004
Tablet: Sewn in
Size: 3.60 GB

Features of RePack"a:
Based on a license from GSC Game World
- Irgy version v.1.0004
- Installed:
» 1) MOD Secret Paths 2
» 2) Golden Autumn
» 3) Fixes (for the game)
» 4) Update
» 5) Fixes (for Update)
- There is also a Guide for passing Secret Paths 2
- Nothing cut/nothing re-encoded
- All registry entries are saved
- Repack author SeregA_Lus

Download S.T.A.L.K.E.R.: Secret Paths 2 - Another story + Guide (2011/PC/RUS/RUS/RePack from SeregA Lus)

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We recommend downloading the game S.T.A.L.K.E.R.: Secret Paths 2 - Another Story + Guide via torrent for free to your computer in one click without registration. Select the Russian version of the game in the table and click on the green button. Remember, the greater the number of downloaders and distributors, the faster the download speed. Keep in mind that to download via torrent you need a torrent client program, for example uTorrent. If you don’t have such software yet, install it, or just download the game directly from a file hosting service.

How to download free S.T.A.L.K.E.R.: Secret Paths 2 - Another Story + Guide?

The best way to download without torrent S.T.A.L.K.E.R.: Secret Paths 2 - Another Story + Guide for free - download via a direct link without viruses from secure file hosting services. Such as: Unibytes, DepositFiles. Principle of operation everyone has one - in 4 steps. 1 Go to the file page; 2 Select regular download, refusing “Premium” access (no, thanks); 3 Wait for the countdown; 4 Enter the captcha (characters from the picture) and get a direct link to the file from the server. The order of these steps differs from service to service, the main thing is to read further tips. After these simple operations, you can install the game on your PC and it will work without bugs and brakes even on Windows 10. If you still can’t download, click on the “How to download?” button, where you will find a detailed video review of each specific file hosting service.

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