Stalker secret paths 2 plot. Helping Mahon and interrogating the spy

INFORMATION:
Year of issue: 2011
Genre: Action
Developer: GSC Game World
Publisher: AMK Team
Publication type: Repack
Game version: 1.0004
Mod version: final
Interface language: Russian
Voice language: Russian
Tablet: Sewn in

SYSTEM REQUIREMENTS:
✔ Operating system: Windows XP /Windows Vista /Windows 7 /Windows 8
✔ Processor: Intel® Core™2 Duo 2.4 GHz
✔ RAM: 4 GB (and higher)
✔ Video card: 512 Mb - 1024 Mb / nVIDIA® GeForce™ / ATI Radeon®
✔ Sound card: DirectX® 9.0c compatible sound device
✔ Free hard disk space: 13 GB

DESCRIPTION:
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.

Secret Paths 2

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, voice-over monologues have been added.

A large number of new characters have been added: new monsters, objects and items. 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.

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.

The vast majority of quest items known from TT are hidden in other places. Now we have to look for everything again.

New weapons and artifacts have been added. The subject environment has also expanded.

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.

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:
1) The unit of measurement of accumulated radiation dose is Roentgen, or Rem.
2) The dosimeter shows the background level around the player with an arrow.
3) Radioactive artifacts are also detected by a dosimeter when worn on the belt.
4) There are non-lethal levels of radiation.
5) One Antirad does not remove all radiation, but about 20 - 25 Roentgen.
6) Artifacts that remove radiation remove the accumulated dose. But antirad is still more effective.
7) The dose of radiation is eliminated on its own over time, but very slowly.
8) When 150 R is accumulated, stamina begins to deteriorate - it is spent faster and restored more slowly.
9) When 300 R are accumulated, psi-health begins to deteriorate, not completely, but very 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.
10) 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

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.

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 in the file: user. find the line alphabetically: cam_inert and set the value to 0. By default it is 0.7.

ATTENTION
»»» It is imperative that immediately, when starting a new game, you need to hang a dosimeter on your belt; without it, the radiation scale will not be displayed and grenades will not be picked up. There should only be one dosimeter in your inventory!
»»» Most weapons have the safety on, in order to remove them we press the numbers

Features of Repack:
A game:
» Nothing cut/nothing re-encoded
» Game version: 1.0004
» Mod version: final

Compound:
» Mod Secret Paths 2. + Autumn Aurora 2
» Russifier (updated)

Additions:
» R2 - if you play on speakers
» R1 - if you play on static
» ENB - additional effects in fashion, improved graphics
» Drawing grass (optional)
» Sighting reticles (optional)
» Viewing angle (set as desired)
» Mini-map at the top (optional)

New opportunities for your main character have been added in the next version of the game, already beloved by all users, about the adventures of a stalker in an anomalous zone. Now you can go through additional missions with your character. In the game you will be able to go through new paths of the alienated territory - these are unexplored locations that you will need to explore as you progress through the game levels. Your main character will now have the latest means, that is, weapons, with which he can easily resist his potential opponents in the anomalous zone. You, as a user, can download Stalker Secret Paths 2 via torrent easily and quickly on our game portal.

Game plot

You will meet three new factions in the game, each of which has its own unique combat characteristics. In the thicket of the forest, where fate will take you again, you will meet new dangerous heroes. There are even more mutants, but don’t forget to explore new locations. New hunters, vagabonds, chimeras are new characters who will need to be destroyed, or communicate and negotiate. In the game you will also see new options for your main character. He will move along untrodden new paths throughout the gameplay. And at each site you must find and correctly use all the found artifacts and objects. The game also amazes with its physics. Ukrainian developers made this mod using a more advanced game engine.

Game mechanics

Once again finding yourself in an anomalous zone, you, as the main character, must take into account some facts. First, you as a player must explore new locations. In each new territory, you can find many valuable items for yourself. The main thing for the player is protective equipment in the form of weapons and body armor. The uniform of your main free shooter needs to be upgraded as the game progresses. Each new path, that is, a new unexplored location in the alienated zone, must be carefully examined. In the game you can find new useful items that can be used to upgrade your main character in the game.

Unusual Gaming Facts

In this mod, the radiation level has increased significantly. Now you must monitor your player's health level. Now the main thing is to modernize the most important protective equipment - the gas mask. Therefore, get more points to increase not only the hero’s experience, but also to upgrade your protective equipment in such an anomalous zone.

Features Stalker Secret Paths 2

  • Quest items. At each stage of this mod you can find new artifacts - these are first aid kits, pistols and machine guns, as well as valuable containers in which you can find secret useful materials.
  • Passing new paths. Now, as the main character, you must cooperate with other characters, because you cannot do it alone. Each new location will be successfully completed if you cooperate with new heroes.
  • Dialogues and interaction. You should definitely communicate with other stalkers. They will be able to provide you with new data about the infected area. And for this you can also get new rewards in the game.
  • In the game Stalker Secret Paths, the torrent of which you can download absolutely free from our game portal, you must constantly monitor all locations - because mutants may appear unexpectedly. Find a common language with your contacts to successfully complete all game stages of this mod.

On this page, using the button below, you can download Stalker Secret Paths 2 via torrent for free.

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, ask 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 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...

Introduction

Secret Paths 2 is a new prequel 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.

Some tips for passing

Hang up the dosimeter from the very beginning and do not remove it to avoid problems with grenades. The dosimeter should always hang - even during a robbery when everything can be put away until the robbery itself - leave the dosimeter on your belt, and the sleeping bag always remains in the inventory during the GG. Problems with grenades usually arise after robberies. There should be one dosimeter in your inventory and hang on your belt. The amount of captured radiation can be viewed by pressing the TAB key (default). If, nevertheless, grenades are no longer picked up, we begin to “shamanize”, first we look to see if there is a second (third, etc.) dosimeter lying around in the inventory - we should sell it and move to another location, throw away the grenades one by one and at once the ground and pick it up, remove/lay out/hang the dosimeter on the belt, put ALL the swag down to the underpants together with the dosimeter in the bag, take one dosimeter, hang it on the belt, take one grenade - it should be taken, then we take all the swag NOT AT ONCE, but individually.

Make saves in key places before moving to another location, before taking and handing in or after handing in tasks, especially if you are not sure that you have chosen the right road, or you do not know whether there will be a way out from the location you are going to move to. This will help you replay if something goes wrong. Carefully read the dialogues with the characters, many clues are contained in the dialogues - you can take screenshots of the dialogues by pressing the F12 key.

Search the corpses of killed enemies for the presence of quest items - amulets, parts of maps. Corpses disappear after a reboot, and even more so after re-entering a location.

With the release of the Update, many items are not only hidden, but may also end up in different places for different players and during different playthroughs, look more carefully.

Quest characters must be protected, well, everyone who plays Stalker should know this rule; for those who like to shoot, there are other wonderful games. If you still kill the quest giver, it’s better to replay it, and not ask what to do, then you’ll end up in an impenetrable bottleneck, and you’ll have to replay it a lot more.

Transitions between locations are also Secret Paths, some will have to be searched for, some are given for completing tasks, some are temporary, some are permanent, some are opened by finding special artifacts - “guides”. There will be a separate description for transitions.

According to the passage itself - you will be robbed several times during the game, if this situation does not suit you, put away your property before the robbery, then you will take it. The robbers take those things from the inventory that can be put in the pockets, the rest remain with the GG and do not disappear during the robbery. The dosimeter cannot be taken away and must remain on the belt; problems with taking grenades arise precisely after robberies. Also, some Persians, who in the game need to hand over property for a while, then when returning, do not give back all the things - it is also better to dive before “undressing”.
Now, after a robbery, the money taken by the robbers can be returned back - search the corpses of the offenders, in the robbers' inventory you will see bundles of money - this is your money, and bundles of money can also fall out of some corpses (not all).

On the first trip to Pripyat you will be robbed to the bone, so you can put away anything especially valuable either before going to the MG at Lesnik, or stock up on Mozart and make a hiding place in the MG. Your money will also be lost. Before the transition itself, we carefully examine the sewer - we pick up Krol's diary from the floor, we will need it later.

Don’t prescribe everything to merchants yourself - they may go for a walk and then you won’t find them. Also, when registering a large number of items, these items are “ejected” from the merchants’ inventory, which leads to the game freezing and even to a dead freeze. It is better to register if you know what you are doing and only quest items in case of their loss. If you don’t know, don’t bother, it’s better to ask in the topic - maybe you can do without this item, there will be an incentive to go through the mod a second time. If you really want to register something for trade, register it in a single copy; to get several items of the same type, it is better to make a save/load next to the merchant - the item will appear on sale again. Before registering, make copies of the files that you will edit so that you can return them back if the edit is unsuccessful; you should also return the original files after you have received the required items and there is no longer a need for them. In case of unsuccessful edits and rollbacks of edited files to their original state, load saves made before making the edits, otherwise glitches cannot be avoided.

Keep an eye on the level of captured radiation - more details about the levels are written in the mod description. Hang artefacts on your belt in accordance with their properties and make sure that radioactive artefacts are compensated by artefacts that remove radiation, it is also advisable to compensate for the harmful properties of some artefacts with the beneficial properties of others, cook artefacts - modifications, as a rule, have more pronounced positive properties, and negative ones are reduced.

Tips for quest characters (1)

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 a search mission Vasilyeva it is advisable to kill the controller before meeting with Vasiliev. Vasiliev he might get stuck in the cave - we go down into the cave and push him in the butt, he should come out, if you run out in front of him, he might 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. We help on Yantar Vasiliev fight off the zombies, when the task works, go up to him and talk, accompany him to the camp and talk to Denom, and only after talking with Denom let's go to the bunker Sakharov.

Many can't find Griga in 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.

Don't refuse to help Dyaku in the shooting of military personnel at Chernobyl NPP-1, he will then give a tip to a 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 rescued Ghost from mercenaries on assignment Paramedic we must protect him from injury (and, of course, from death), because during treatment Shooter members of the Monolith, Ghost will also become a Monolith and turn out to be an enemy after brainwashing Paramedic. A ghost sent to kill Charon, a quest character, so we’re not in a hurry to finish him off, but respond to the message Paramedic approach him.

Another quest character - Fang, also needs protection when leading to show the transition from Pripyat to the Swamps. After Fang will show up at the AS, where he will have to be saved from the mercenaries once again. On AC Fang will appear after completing all tasks Count and also find 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 the search for PDA for Borov and a trip to Pripyat, for a copy of the PDA to to the ghost we need to go before the assault on Bar, Ghost will send to To the magician, and the one to To the paramedic. Paramedic in the grocery store will not give you a murder task Magician, will move to the grocery store after the storming of the Bar "Dolgy".

Magician stands behind the fence near the transition to the Swamps, you can approach it using the teleport in the garages, read the dialogue with Ghost. Way back from Magician is located near these same garages from 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 to Prince and again with Sokhatym- several branches of the plot begin with a conversation with him - work on Prince, search for cache Semetsky and then search for PDA Borov. We immediately take from Prince task to deal with the stalker Zheka- the search for the cache will begin with it Semetsky. Don't forget to talk to Borovoy- he will talk about what he has Count, the local security chief for the gang, has work for GG. First task Count You can do it right away at the same location - it won’t take much time. You can also go straight to a mechanic Potapov in the Bar and take on a quest to find a minigun circuit - a killer thing when dealing with crowds of evil spirits. To start searching for PDA Borov we need to complete all the "Duty" tasks in the TD, get the TD-Cordon transition, when we return to Bar we hand over the hard drive Prince and come to Borov- ask him about work - not to be confused with cyclic quests.

Many people die before completing the task, a stalker nicknamed Noodles. 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 from him for Noodles, save after this and run to the Landfill if you receive a message about death Noodles- you can replay. 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. Will give a tip on Antique dealer, you will have to ask about him Borov.

After talking with Noodles are looking for Zheku- it's in the depot, you can find it Tank driver at the Landfill behind an abandoned equipment parking lot - he will talk if you picked up a stalker's diary in the MG sewer Krola, or approach it after the first descent into X-18 - there will be fewer monsters on the second visit to X-18. Tankman gives a tip to the place where the bioradar dropped.

Lefty, whom he asks to find and persuade to join Freedom Lukash, asks you to bring him a weapon and a suit - they must be in full working order 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 you go straight to the Landfill after giving him the equipment, you can see him wandering around the Landfill, here he can be killed by the mercenaries that we meet when we carry rifles from Besa Petrenko, and the pigs may 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. Me after talking with Left-handed I'm going down to Varyag in the dungeon while I'm running in circles Lefty already calmly gets to the AC. To be on the safe side, you can put a mark on Lefty and watch how it moves - you can also make sure not to get too close to it.

A tip to the major Yarofeeva at the checkpoint gives Varangian after talking with Bartender, but he will talk only after the circles of hell. Myself Yarofeev will appear after talking with Bartender when we come to him from Varangian.

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

After being persuaded Lefty(i.e. they brought him what he asked for) and he went to the AS to the Svobodovites, and also if they talked with Bartender and then with Varyag about the major Yarofeeva, will appear in the Bar Pathfinder, I recommend that before your first trip to the DT, go on assignment Pathfinder to a meeting with Incognita, after this meeting Pathfinder There will be a task for DT - you can complete it along the way.

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

Hints on quest characters (2)

Miser in one of the quests he asks to bring bread and says that he needs to talk to Sidorovich at the peacekeepers' location - he knows where Baker find, 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 tips on Baker will not give.
After we bring the flour Baker and take the task for the toolbox in the utility room Baker his assistant will appear - Vano, he will also have one task for the GG - to bring a box with mines, I advise you to make a save because there will be a “warm” meeting with the Marauders, with the leader of the Marauders Razuvaeva there will be a fragment of the map with a cache later Semetsky, you can complete the Marauders’ task in different ways - your further passage through the plot may depend on your progress.

Sviblov with a group of diggers is located on the Radar and the first approach to it must be done according to instructions Informant to help diggers. Informant gives a parcel to give to him, it contains food, first aid kits, vodka - in general, everything that Informant the dal must be brought intact and given back Sviblov, make sure not to overuse first aid kits and not to use up the parcel, the task will hang. Some people go to Radar from Yantar for the first time and find Sviblova dead - in theory Sviblov seems to need help, so you need to approach him by taking a task from Informant, it is not necessary to come with the AC, but the parcel should be delivered. Do not leave monsters and enemy NPCs near the group's campsite Sviblova. Also complete all tasks Sviblova on the first approach to him - on the super-bloodsucker, on the 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 will you receive from Count a tip that Sviblov may give a transition to the MG, then get ready to immediately follow it. Grab a walkie-talkie for Zahara, give it back along the way. Transfer from Sviblova in MG it is temporary and then disappears. If you receive a tip from Count but are not ready to go to MG yet Sviblov there are still things to do, 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".

Mahomet will find you on its own - you just need to finish 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. 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.

Transitions in Secret Paths 2 (1)

In Secret Paths 2, many transitions between locations (they are also secret paths) should be discovered as the game progresses. Some must be obtained for certain tasks, some are found through tips, some open special arts - “Guides”, they should be found and taken to the Pathfinder - the stalker in the Bar, a specialist in Secret Paths. Some transitions become permanent, others will disappear after a certain time.

There are immediately only transitions in well-known locations south of Bar - from the Landfill and back - to Cordon, to Agroprom, to the Dark Valley and to Bar.

  • Transitions of the initial stage of the game before the first entry into Pripyat

    At the beginning of the game, before the first entry into Pripyat, all transitions are temporary and are given for one time - go to another location, and the transition from the new location must be obtained/earned. After receiving the transition, the message “New path!” pops up; in the PDA you can see on the map where it is located. The main difficulty is the transition from Amber to the Forest; you need to find it yourself. Sakharov gives a fairly clear tip on where to look for him - in the eastern part of the location in the lowland there is a bus, in it in the Original PM we come to after the ejection when we go to take measurements with Kruglov. You need to walk around the northern part of the bus - where the cabin is, a passage will open at a certain point. Another transition can cause difficulties - from the MG to the Forest on the instructions of the Forester to bring a box of provisions, after talking with Leila, she says that we need to approach the Guide who brought the GG to the monastery, do not forget about this and approach him - he will take the GG to to an already familiar place and the transition from the MG to the Forest will again open for one passage. The transition to Pripyat is given by Grieg, we carefully read the dialogue with him and save immediately after it, the transition is one-time and if you managed to dive into the sewer, there will be no way back - you can climb out through the hatch, but we will not go back down into the sewer. In the sewer, don’t forget to look at your feet - we pick up the diary of the stalker Krol, you’ll need it later, it doesn’t disappear from your inventory.

After moving to Pripyat we fall into the clutches of the “Monolith”, the GG’s memory is completely knocked off and he begins to faithfully serve the “Monolith”. Further transitions are issued by the leader of the “Monolith” Charon, sending the GG to carry out various tasks.
  • Transitions Chernobyl Nuclear Power Plant - Sarcophagus - Control Bunker - Pripyat

    The transition to Chernobyl NPP-2 (this is the northern part of the Chernobyl NPP, the southern part will be called Chernobyl NPP-1) is issued along with Charon’s task to destroy the “infidels”. The transition is located in the upper part of the Sarcophagus (the interior of the Chernobyl Nuclear Power Plant) in the room where the Monolith stone itself is located. We climb up the reactor, see a stone and a teleport, dive into the teleport and find ourselves on the wall, then along the inclined beam of the destroyed structure we pass through the gap in the wall and go left all the way, then turn left again and find ourselves at the transition.
    The return passage to the Sarcophagus will be located in the central part of Chernobyl NPP-2 near Solomon.
    Charon's next task is to clear the Monolith's Control Bunker, you need to get into it from Chernobyl Nuclear Power Plant-2 where in the Original PM we exit the Bunker at the end - in the western side of Chernobyl Nuclear Power Plant-2, the transition is marked on the map. At the end of the game this transition will disappear.
    Afterwards, Charon will send to Pripyat for medicine to the Paramedic. The transition to Pripyat is located at Chernobyl NPP-1, to get to Chernobyl NPP-1 we go down into the basements where the bureaucrats were shot on the first task. At the end of the corridor in the shaft with a broken spiral staircase there will be a transition; in this place in the Original we find ourselves in the Sarcophagus from Chernobyl Nuclear Power Plant-1. From Chernobyl NPP-1 it is not difficult to find the transition to Pripyat. Anyone who has completed the Original TC can easily find all these transitions. These transitions will be permanent until the end of the game, except for the transition to the Control Bunker.

In Pripyat, GG will help Monolith strengthen in new positions and continue training with Marvin. After Charon’s next task, the Paramedic will intercept the GG and “brainwash” him, the GG will become an enemy for the “Monolith” and he will have to run away from his former friends. The transition from Pripyat to the Swamps will be given by GG's new friends - Ghost and Fang, Fang will show it. The transition is permanent.

In the Swamps we will meet the Doctor, he will help you get out of the Swamps, he will send Drifters to the checkpoint, from them we will get the transition to the Forest, in the Forest the Hunters will help you find the transition - to the Army Depots (AS). This path is temporary.

Further, as the game progresses, we will have to discover or receive transitions between the main locations, well known from the Original TC and from other mods, most of these transitions will be permanent. Temporary transitions will be specifically indicated.

Once on the AS, you can see that there are no transitions from them, so you will have to work hard for the inhabitants of the AS.

  • Transitions from speakers

    The transition to the Bar will be passed off by the Informant as a special folder, which must be brought from the AS Base, where “Svoboda” is setting up; the Pathfinder will talk about the transition after a tip from Lukash - so you will have to bring the “Svobodovites” to the AS Base.
    We also receive a transition to Radar from the Informant along with a task to help the diggers led by Sviblov. Here the following point should be taken into account - the first approach to Sviblov must be precisely on the instructions of the Informant, and the parcel must be delivered safe and sound. You can not immediately take the task to help the diggers, but combine a trip to Radar with other tasks in this location, the main thing is not to get carried away with going through other branches of the plot, and not find yourself in a situation where you need to go to Sviblov on another task and on another transition without taking missions for help from the Informant, you can find Sviblov already dead or lose him later for “incomprehensible” reasons.

As the game progresses, we will receive another permanent transition - Dark Valley (TD) - Cordon, we will receive it from General Voronin after completing the task for the bandits' hiding place. Closer to the finale, Voronin will open another permanent transition - the Dark Valley-Peacekeeping Corps (MK).

In our passage we come up against the need to get to Yantar. The first approach to Yantar must be made through the Wild Territory (DT - aka the Rostok plant adjacent to Bar).

  • Hiking to Yantar

    To open the transition from Bar to DT, you need to complete the following tasks:
    - complete the first two tasks of the Count - one at the Bar location, does not require any transitions, the second - to help the Prince on the Radar, will require the AS-Radar transition, we receive from the Informant, it is convenient to combine with the help of Sviblov’s diggers;
    - go to the peacekeepers at the "Walking Room" location or the Peacekeeping Corps (MK) and talk afterwards with the Bartender, he will say that the GG was looking for the Count and he has another task, when you go to the Bar location a message will pop up - go to the Count.
    After completing these tasks, the Count will send to Amber to Caesar to bring him three flash drives, we find the flash drives on the territory of the Bar behind the fence, you can go the same way that you followed the Count’s first task, when we find it, the message “New path” will immediately pop up! and the transition will be available.
    You can also talk and take tasks for DT from the Pathfinder - it will be in the Bar, it is advisable to go to a meeting with Incognito at Agroprom before this - the meeting is possible if you use the temporary transition from Agroprom to the dungeon, it is located on the street in a destroyed descent into the dungeon, the transition will then disappear.
    At the DT, you can complete tasks from the Pathfinder and go to the Railwaymen, they will also give you several tasks to be completed at the same location.
    To go to Yantar, you need to find another Secret Path - after the tunnel with "Zharki" we explore the area to the right of the road, near one of the bushes we will find a Secret Path - now we will have constant transitions Bar-DT-Yantar.

On Yantar we meet with scientists; for completing tasks, Professor Sakharov gives transfers from Yantar to other locations.
  • Transitions from Yantar

    On DT - we get it as soon as we find the transition from DT to Yantar;
    To the Radar and back - after placing tags on mutants;
    To Agroprom and back - after a showdown with Associate Professor Dorodin in the TD.
    Transitions from Yantar and back are constant.

Transitions in Secret Paths 2 (2)

We will receive one of the important transitions from Lukash - the Radar-Pripyat transition, we will receive as a result of a multi-step quest to find a PDA for Borov.

  • Transition Radar-Pripyat

    It begins, oddly enough, with the stalker Sokhaty, who asks for help in freeing his friends from a gangster prison. Without a conversation with Sokhaty, the Prince will be silent, there will be no conversation about the hard drive, about the debtor Zheka, who will give the first fragment and the task to collect all the fragments of the map with Semetsky’s hiding place. After we bring the hard drive to the Prince, we approach Borov and take on the task of searching for the missing Courier and the PDA with him. After failing to find the PDA, the message “Talk to Borov” pops up in the TD, we talk - and he says that the Svoboda members have scouted out the road to Pripyat, we talk to Lukash and undertake to bring a certain radioactive container from the Radar, in exchange for it Lukash will give the Radar-Pripyat passage. The transition is permanent. Searching for a container can also be combined with the help of diggers and the Prince.

A couple more permanent transitions can be obtained in the game, they are not very important but will help shorten the path.
  • Transitions MK-Bar and Radar-TD

    The baker, to help find bags of flour on the AS, gives a tip where you can find the MK-Bar transition, we look around the swamp in the south of MK behind the factory with zombies, we examine the boulders near the swamp.
    The informant will give out the Radar-TD transition for a couple of “Tears of the Chimera” artifacts. On the Radar it starts at a dead end where the Prince is standing.

Also in the game there is the possibility of obtaining several additional transitions between locations that are optional for completing, allowing you to shorten the path. To get them you need to find special art - “Guides” and take them to the Pathfinder, he will show the path that each “Guide” opens. The Pathfinder will have a conversation about “Guides” after meeting with Incognito at Agroprom.
  • Transitions obtained using the "Explorer" arts

    From Cordon to Agroprom - located on Cordon near the western end of the railway tracks:
    From Agroprom to Cordon - located in the south of the location near the barbed wire gate, there are many anomalies and wild boars nearby;
    From DT to AC - located behind the fence at the north-western end of the railway tracks, there are many anomalies, dogs and pseudo-dogs nearby;
    From AS to Yantar - located in a hollow near a fallen helicopter, Svoboda members can pick it up from the Barrier. There is one important note about this passage - do not use it until the regular passage to Yantar through the DT has been opened, there will be no way back. I also don’t recommend using it without special protection from radiation - we prepare art, look for a good suit, when descending on Yantar we pass the radiation barrier and you can grab a lot - even death ( in the Update, this “guide” opens a path from the AS to the TD - thus, it will not be possible to get to Yantar bypassing the standard path through the TD).

Now I will describe one temporary transition, but very important for the plot - the transition from Radar to the Dead City (MG).
  • Transition Radar-MG

    After completing all the Count’s tasks, he gives a tip that the Chistonebovites seem to have a transfer to the MG, and that they have lost a person, you need to volunteer to help find this person and get a transfer to the MG for this. We approach Sviblov on the Radar (I hope we helped him by this point, brought the parcel and completed his tasks), he tells how to get to the MG, first you need to find a teleport that will throw the MG over the thorn, then we go to the transition itself. We take a walkie-talkie with us for Zakhar - we’ll give it to him along the way. You should not delay your trip to the MG - the transition will disappear. In the MG we speak with Leila - it temporarily opens a path to the Forest, and also do not forget about the meeting with Mohammed or a person who can give a tip to him. He will be waiting in one of the houses on the outskirts of the city. Then we go to the Forest, the Forester sends us to the Hunters, we give the radio to Zakhar, and the Hunters guide the GG to the place where the lost one might be, we save the lost one - it turns out to be Leila’s sister Karina, she takes her to the place where the kidnappers caught her and her guide, we find the corpse of the guide and his PDA, according to data from the PDA, Karina takes us to the transition to the Swamps. This trail to the Swamps, starting from Radar, is temporary.

There is another conductor in the game - “Superconductor”, which opens a long path through several locations. His search begins in the Swamps when we meet the Doctor after going to the MG and searching for the lost one - Karina. She stays with the Doctor in the Swamps.
  • Search for "Superconductor"

    The doctor gives us a flash drive for the Pathfinder and also a guide dog, which will show us the path from the Swamps to MG and further to AS.
    The trail that begins in the Swamps and reaches the AS through the MG at the tip of a guide dog is constant. Take care of your dog during the journey from the Doctor to the trailhead. Next, we take the flash drive to the Pathfinder in the Bar and he tells you where to find the “Superconductor” - it will open the return path from the AS to the Swamps through the MG. “Superconductor” must be looked for in the dark from one to two in the morning on the speakers at the edges of the location. The art glows and is clearly visible, located in a place where no one walks or picks it up. Before starting the search, I recommend saving; if you don’t have time to find it, just reboot and run through other places. The trail starts from AS in MG, there we carefully look at the map and look for the transition to the Swamps. The path is permanent.

After the storming of the Bar by Duty, Borov, the Count and the Pathfinder disappear from the Bar, so all tasks with them should be completed before the storming of the Bar. Then the Bartender says that the Doctor needs help and sends him to Fang to find out the details, Fang also says that he needs to go to the Doctor. This is where the path opened with the help of the “Superconductor” will help. In the Swamps, the Doctor will ask you to bring him something, after which he will give you a transition from the Swamps to Pripyat and further to the denouement of the plot at the Chernobyl Nuclear Power Plant.

In the finale at the Chernobyl Nuclear Power Plant we will meet with the legend of the Zone, stalker Semetsky, with Solomon, with the Pathfinder. The Pathfinder will be at the transition to the Control Bunker, but there will be no transition - the Pathfinder says that now you can get into the Bunker through the Sarcophagus, we go to the Sarcophagus and from there we get to the Bunker. The transition in the Sarcophagus to the Bunker will be in the same place where in the Original we get into the Bunker - a coded door. Next is the finale. The choice of ending is up to you.

Recipes for art modifications

In Secret Paths you can change the properties of some artifacts. To do this, you need to find a transmutation recipe, have the necessary art and find the corresponding anomaly described in the recipe. Artifacts have different properties - positive ones are displayed in green, negative ones - in red. When hanging art on a belt, it is advisable to strive to ensure that the total sum of the various properties of all hung art is in a positive direction, especially for art that induces radiation and removes it.
There are several chains for converting artifacts - from simple to absolute.
Absolutes, as a rule, have mostly only positive properties, maybe one negative one that can be compensated for by other arts.
Recipes are found in different ways - some in secrets, others as rewards during tasks. To get the absolute you need to have complete
a chain of recipes, so try not to miss finding them and do not neglect completing tasks.
The first recipe that can be obtained is from Sakharov on the first visit to Yantar for the cyclic quests to find/bring, bring a snork’s foot and the recipe for “Tears of Electra” will be displayed in the PDA in the “Help” - “Recipes” section - a very useful modification for getting started. If you missed it, don’t worry, you can get it later on your next visit to Sakharov. This recipe begins the chain of art modifications up to Tears of the Chimera.

List of modification recipes (1)

  • Recipes for art conversions to "Tears of the Chimera"

    Artifact "Drop"- has the following protective properties: -10 radiation and -18 endurance - removes a little radiation but increases fatigue.

    Recipe for "Tears of Electra":
    We throw a “Drop” into the “Electra” anomaly - we get “Tears of Electra” with the properties of -10 radiation and +18 endurance - it also removes radiation and increases endurance.

    Recipe for "Tears of Fire":
    We throw “Tears of Electra” into the “Frying” anomaly and get “Tears of Fire” with the properties of -20 radiation.

    Recipe for "Tears of the Chimera":
    We throw “Tears of Fire” into the “Jellied” anomaly and get “Tears of the Chimera” with protective properties of -30 radiation, +40 protection from telepathy and +5 bullet resistance, and also worsens health -150 and increases bleeding +153.

    Recipes for “Tears of Fire” and “Tears of Chimera” are also given by Sakharov after completing the task of eliminating Associate Professor Dorodin, as well as the transition from Agroprom to Yantar and back.

Getting into the Sarcophagus, you can find a recipe that is not needed at first, but will come in handy later, and if you don’t take it, the chain of art transformations will be interrupted and it will become impossible to obtain a very interesting and useful absolute - the recipe for the “Diamond Kolobok” - is in the backpack lying in the room with the Monolith, it is possible to find it, but many simply do not explore this room. Also, when completing Charon's task to destroy the "infidels", if you manage to save one of the "infidels", he will give a recipe from the same chain - a recipe for the "Steel Gingerbread Man", which can already be used.
  • "Kolobok" transformation chain

    Artifact "Kolobok"- has the following protective properties: +5 gap, +5 explosion, +5 bullet resistance, among other things, it is quite strongly phonic +15 radiation.

    Recipe for "Steel Kolobok":
    We throw the "Kolobok" into the "Springboard" anomaly - we get a "Steel Kolobok" with the following protective properties: +5 gap, +5 bullet resistance and induces +7 radiation. Recipe from a saved "infidel".

    Recipe for "Titanium Kolobok":
    We throw the "Steel Kolobok" into the "Carousel" anomaly - we get a "Titanium Kolobok" with the following protective properties: +20 burn, +7 rupture, +20 chemical burn, +7 bullet resistance, radioactive +15. We get the recipe from Sviblov after we bring him the documents and the system unit from the X-10.

    Recipe for "Diamond Kolobok":
    We throw the "Titanium Kolobok" into the "Jellied" anomaly - we get a "Diamond Kolobok" with the following protective properties: +20 burn, +8 rupture, +15 chemical burn, +8 bullet resistance, radioactive +10. The recipe is in the backpack in the Sarcophagus.

    Recipe for "Giant's Little Brother":
    We throw the “Diamond Kolobok” into the “Frying” anomaly - we get the “Little Brother Giant” with the following protective properties -15 radiation, +20 burn, +12 rupture, +5 explosion, +10 bullet resistance. The side effect is an increased need for food +20000. The recipe will be available after completing the quest for Noodles, either he will give it, or the one who ordered it.

Many are keen on the massacre of Charon's guards in the sarcophagus ( in the Update this will not go unpunished ), coveting their trunk, but one of the guards has the first recipe for another very interesting and useful chain of art modifications. Approach the guards and ask what they need, but do not take the task, then you collect what is required, come up, take the task and turn it in right away. One of the guards is hungry and asks to bring him 5 cans of stew. Where to get? You can buy one at a time from Solomon. You can buy three at once from the Paramedic. Get 4 jars from Mahon for the “Golden Fish” artifact. There are options, they can drop from the dead. For 5 cans of stew we get the recipe for “Porcupine” - it removes radiation very well.
  • "Porcupine" recipe chain

    Artifact "Sea Urchin"- has the following protective properties: -25 radiation, +5 burn, +5 explosion, +3 bullet resistance, and also increases bleeding +200.

    Recipe for "Porcupine":
    We throw the "Sea Urchin" into the "Frying" anomaly - we get the "Porcupine" - it removes radiation perfectly -65, reduces endurance -18. Recipe from one of Charon's guards.

    Recipe for "Electric Porcupine":
    We throw the "Porcupine" into the "Electra" anomaly, we get the "Electric Porcupine" - radiation output -63, increases endurance +91, shock protection +5, reduces protection from electricity -10. The recipe is given by the Informant for a folder from the base to the AC along with the transition to the Bar.

    Recipe for "Snotty Porcupine":
    We throw the "Electric Porcupine" into the "Jellied" anomaly, we get a "Snotty Porcupine" with the following properties - radiation output -55, endurance +82, reduces bleeding well -444, reduces protection from electricity -7. The recipe is in a well-hidden backpack in X-10.

    Recipe for "Stone Porcupine":
    We throw "Snotty Porcupine" into the "Springboard" anomaly, we get "Stone Porcupine" with the following properties - radiation output -50, endurance +77, bleeding reduction -389, protection from electricity +20, protection from explosion +7. The recipe is given by the Fan for two “Golden Chunks”.

After we help the Wolf recapture the village from the bandits on Cordon, the Wolf gives a whole chain of recipes for modifying the “Soul” artifact. The last modification in this chain is very interesting and extremely useful.
  • Chain of recipes for the artifact "Soul"

    "Soul"- has very good indicators of increasing health +1000, reducing bleeding -267 and endurance +36, but the presence of negative properties greatly limit the use of this artifact - gap -20, explosion -20 and reduction in bullet resistance -20.
    All further modifications are made in the “Frying” anomaly except the last one.
    The resulting modifications have the following characteristics:

    "Drop of Soul"- health +600, radiation -10, stamina reduction -16.

    "Fiery soul"- health +800, radiation -20, bleeding reduction -17, explosion +5, endurance reduction -16.

    "Crystal Soul"- health +1000, radiation -30, bleeding reduction -33, explosion +10, endurance reduction -9.

    And the last art modification of this chain:
    "Crystal Soul of Bengal"- brewed in the Electra anomaly - has truly wonderful properties:
    Health +1500, radiation output - 30, bleeding reduction - 167, endurance +15, protection from electricity +20, explosion +10.

After giving Solomon’s parcel to the Bartender, we receive via SMS the first recipe in the chain of “Films” art modifications.
  • Recipe chain for the "Film" artifact

    "Film" has the following properties: - increased bleeding +157, protection against burns +15, against chemical burns +15, good protection against ruptures +50.

    Recipe for "Skin":
    We throw the "Film" into the "Springboard" anomaly - we get a "Skin" with the following properties - chemical burn +30, bullet resistance +7, slightly radioactive +3. We receive the recipe after we take Solomon's parcel to the Bartender.

    Recipe for "Scales":
    We throw the "Skin" into the "Carousel" anomaly - we get "Scales" with the following properties - health +150, chemical burn +35, bullet resistance +7, increases bleeding +111 and radioactive +5. We receive the recipe from Sokhaty for his help in freeing our friends from a bandit prison.

    Recipe for obtaining "Shell":
    We throw "Scales" into the "Jellied" anomaly - we get "Shell" with the following properties - health +50, reduction of bleeding -144, protection against chemical burns +40, bullet resistance +10, slightly radioactive +2. We get the recipe from Petrenko for a modified grenade launcher.

    Recipe for obtaining "Controller's Scalp":
    We throw the "Shell" into the "Frying" anomaly and get the "Controller's Scalp" with the following properties - health +100, protection from telepathy +50, protection from chemical burns +30, bullet resistance +10, increases the need for food +2200. The recipe is given by Kruglov after we take the case with the documents to Voronin and come to him for a pistol with sleeping pills for the crazy professor.

List of modification recipes (2)

There is one interesting recipe that is not included in the chain of art modifications - a recipe for "Symbion". This artifact is obtained by cooking four pieces of art at once in the “Jellied” anomaly - “Jellyfish”, “Drops”, “Blood of the Stone” and “Thorns”. We throw the arts one by one into the “Jellied” - if all four arts are thrown out and the anomaly accepts them, there will be a white flash. This artifact has the following data - decreased endurance -18, increased bleeding +56, decreased resistance to tearing -15, positive protection from telepathy +50 and protection from radiation +10. It seems that the parameters are not so hot - but! This recipe can be found in the X-18 in a backpack on the first visit to the Dark Valley, when there are few art modifications and recipes, the art for cooking it is not rare and is often found, two such art on the belt and controllers are not afraid, plus +10 protection from radiation - this parameter does not affect the speed of radiation output, but is added to the protection of the suit, and helps well when completing Caesar’s mission on Yantar.

The following chain of recipes for modifying the “Mother’s Beads” art is very interesting from the point of view of bullet resistance protection.

  • Recipes for Bus transformations

    "Mom's Beads"- reduces hunger +100000, increases stamina +55, reduces bleeding -333, but also weakens shock protection -20.

    Recipe for "Granny's Beads":
    We throw “Mom’s Beads” into the “Electra” anomaly, we get “Grandmother’s Beads” with the following parameters - endurance +227, bullet resistance +5, reduces protection from electricity - 15, radioactive +5. We get the recipe from the Forester when we help him fight off the cats after leaving Pripyat through the Swamps.

    Recipe for "Great Grandmother's Beads":
    We throw “Grandmother’s Beads” into the “Jellied” anomaly, we get “Great-Grandma’s Beads” with the following parameters - health +150, bleeding reduction -422, bullet resistance +3, radioactive +7. The recipe is given by the Paramedic after saving the Ghost in Pripyat from mercenaries.

    Recipe for "Grandma Burer's Beads"
    :
    We throw “Great-Grandmother’s Beads” into the “Carousel” anomaly, we get “Grandmother’s Beads of Burer” with the following parameters - health +200, radiation removal -10, bleeding reduction -500, explosion protection +10, bullet resistance +15, reduces endurance -18. The recipe is given by Varyag after completing the “circles of hell” in the dungeons of Agroprom.

Another chain of recipes can be found in the backpack in the X-16 laboratory, recipes for transforming the “Dummy” artifact. All recipes are brewed in the Elektra anomaly, except the last one.
  • Recipes for transformations "Dummy"

    Recipe for "Fire Pacifier":
    A “Dummy” with explosion protection parameter +20 is thrown into the “Electra” anomaly, resulting in a “Fire Dummy” with parameters stamina +33, burn protection +30, weakened protection against electricity -10.

    Recipe for "Bright Pacifier":
    The “Fiery Dummy” in the “Electra” anomaly is transformed into a “Bright Dummy” with the parameters stamina +66, burn protection +30, weakened protection from electricity -15.

    Recipe for "Moon Pacifier":
    Then the “Bright Dummy” in the “Electra” anomaly is transformed into the “Moon Dummy” with the parameters stamina +99, burn protection +30, weakening protection from electricity -20.

    Recipe for "Pudding":
    “Moon Dummy” is transformed into anomalies “Jellied” into “Pudding” with the following properties - endurance +18, burn +40, protection from electricity +40, protection from chemical burns +15.

A few more tips for cooking artifacts - for cooking, choose anomalies on flat, slightly inclined surfaces without nearby stones and other objects, stand close to the anomaly from the bottom side and throw the artifacts one at a time with an interval of two to three minutes, when you get used to it - you can throw a bunch at once. Welded artifacts pop out in the same direction from which they were thrown, and if thrown from the top side, they are more likely to fall under the textures, they also seem to be pushed when they pop out and can push each other under the textures. An interval of one minute at the end of the cooking time merges into one moment and the arts jump out at the same time. We guess when the art will be ready and arrive at the place, save, and wait. If the welded art successfully pops up, then we rewrite the save, and if it’s unsuccessful, then we reboot - this is of course a chore, but for some especially valuable art it’s useful, there’s more annoyance from the loss of art. When cooking, the percentage of degeneration and percentage of rejection should be taken into account. If it degenerates, a “Cobblestone” will pop up instead of an art modification - five pieces may be needed to upgrade a nanosuit. When rejected, uncooked art pops out. When you upload a group of art at once, these percentages are distributed to the group.

Search for Semetsky's hiding place

In the Secret Paths there are several cross-cutting ones that do not affect the completion of tasks, but are very interesting in terms of the results of the findings. I will describe the search for the cache of the Zone legend of the stalker Semetsky. It starts with taking the task of dealing with one stalker from the Prince in Bar, first you need to approach the stalker Sokhaty in Bar and take from him the task of helping to free your friends from the bandit prison, without this the Prince will be silent and we won’t see any hiding place. We find the stalker we are looking for in the Landfill, his name is Zheka, we talk to him and he gives us the first fragment of a map indicating Semetsky’s hiding place as payment for his debt to the Prince. From the moment the task is accepted, the found fragments will be displayed in the PDA in the “Journal” section; before the task is taken from Zheka, the found fragments are displayed in the inventory.

  • This is where fragments of the map with Semetsky’s hiding place are found. They are described as we go through my walkthrough, your order may differ:

    1st fragment- we receive from Zheka with the task itself;
    2nd fragment- we will find when searching the corpse of a zombified professor in the X-18 laboratory in search of an anomalous “Thunderstorm” for the Tankman, to talk with the Tankman we need to pick up the diary of the stalker Krol in the sewers of the Dead City when we are looking for an exit to Pripyat on a tip from Grieg ( in the Update, this fragment will be with the leader of the Marauders, Razuvaev - they will appear at the Peacekeepers location when we go to get mines for Vano);
    8th fragment will be with one of the bandits in the northern complex in the Dark Valley when we go to rescue the Courier on Borov’s assignment to search for PDA;
    4th fragment Major Yarofeev will be at the military checkpoint on the Cordon, we search him after the conversation and the murder, leaving him alive is more expensive for himself, he begins to shoot at the GG;
    3rd fragment we will find another zombie professor while clearing the base for peacekeepers;
    6th fragment there will be a bandit named Shiloh, you will meet this character during a robbery in the Wild Territory, do not avoid the robbery if you want to get a fragment, without the robbery there will be no fragment;
    7th fragment will come across from one of the mercenaries when we repel Fang from an ambush set up by mercenaries at the Army Warehouses - we also search ALL the corpses;
    5th fragment we will find from one of the Monoliths that we will meet in X-18 on the instructions of Fang.

When all eight fragments are found, the task will trigger and the location with the cache will be indicated on the map. In the game, it is possible to get a tip on Semetsky’s hiding place before finding all eight fragments; the tip can be given by an Informant for a very valuable artifact.

Finding parts of the minigun circuit and amulets

There are a couple more cross-cutting and interesting quests in Secret Paths 2; I will describe them in one post, since they intersect.
When you first (can be later - it’s just better not to waste time) entering the Bar, the mechanic Potapov will be standing in the bar itself, we approach him and receive from him a task to search for parts of the minigun circuit, the gun is very effective and can greatly help with crowds of evil spirits. From the story we learn that there are only seven parts and they were kept by different stalkers of the missing in different locations. Therefore, you need to look for the corpses of missing stalkers or backpacks. I advise you to make a screenshot of the dialogue to avoid misunderstandings and unnecessary questions. I will describe them in the order in which I find them. The numbering is arbitrary and has no connection to parts of the circuit.

Minigun circuit parts:

  1. in the Landfill, in the southeastern part of the location behind the swamp and forest, there is a nook, there are full of blind dogs and pseudo-dogs, zombies are walking around;
    in X-18, we will examine all the corners on the lower level (in the Update, a corpse with part of the circuit will spawn randomly in several places);
  2. in the dungeons of Agroprom, it is not difficult to find (in the Update, a corpse with part of the scheme will spawn randomly in several places);
  3. at a military checkpoint, located at the checkpoint itself in a backpack in a relatively visible place (in Update, the backpack can be in different, but not very hard-to-reach places - we look carefully);
  4. on the Radar, we examine the territory of the scorched forest behind a mesh fence, the corpse lies on the boulders closer to the steep stone walls, the boulders are accessible for a regular jump (in the Update, the corpse can randomly appear anywhere in the territory of the scorched forest on the Radar);
  5. at the exit from the X-16, it is easy to find;
  6. in Pripyat in the hotel we find the corpse of a stalker, we look into all the rooms, look out the windows, he will also have an amulet, I’ll write about it below (in the Update the digger’s corpse can also be located in different places of the hotel).
After finding all seven parts of the scheme, we approach Potapov, he says that we need to approach him at night after 3 o’clock. We arrive between 3 and 6 o’clock and get a minigun; at Potapov’s we stock up with boxes of cartridges for the minigun, maybe in several approaches.

The search for amulets begins with Sviblov’s task - to deal with the traitor. After completion, we approach and search the corpse of Fedi the Robber, we find nothing, but in the inventory there will be one amulet, it seems like it was removed from the neck. Then, in a conversation with Sviblov, we ask about him, he sends for clarification to the Wanderer, he will appear right away. We talk with him, take a screenshot of the conversation - for those who are especially forgetful, he tells what kind of amulets they are, where some can be found, the rest are located according to the plot and cannot be passed by. There are six of them in total.

Search for amulets:

  • Chimeron- we remove Fedi the Robber from his neck, the search for amulets begins with him, he slightly protects from electricity +10 and explosion +10, is radioactive -10;
  • The Dragon- we find on the AC in the village of bloodsuckers in a terrible place of “ritual” death of stalkers, has protective properties against burns +10 and chemical burns +10, radioactive -10 ( in the Update, this amulet can randomly appear anywhere in the village on the AC );
  • Garganon- we’ll find Semetsky in his hiding place, slightly protects against telepathy +15, radioactive -10;
  • Avalon- will be found in the corpse of a digger in Pripyat in a hotel along with a minigun circuit, has protective properties against explosion +10 and bullet resistance +10, radioactive -10 ( in the Update, the digger’s corpse can be located in different places of the hotel and near it - we’ll explore all the nooks and crannies );
  • Catalan- one of the well-known characters who needs to be killed will have a radioactive value of -10;
  • Sarcon- found in X-16, lies on the upper level of the installation, but the burers can throw it somewhere, reduces protection from electricity -15 and slightly removes radiation +10 ( in the Update, the amulet can be in different places on the upper level and not only in X-16 itself but also after exiting X-16).
Each of the amulets has some protective and weakening properties. When the sixth amulet is found, a reaction occurs and one amulet is formed, which absorbs the positive properties of the found amulets and enhances them, but has no negative properties.
  • Amulet and its amazing properties

    Stamina +182
    Burn +20
    Impact +40
    Electroshock +20
    Gap +20
    Radiation +20
    Telepathy +30
    Chemical burn +20
    Explosion +20
    Bullet resistance +20

List of quest items

The list of items required for some quests, I will not describe all the items, only those that can be found in advance and brought immediately to the character who may require them, and which can be lost/sold before they are needed, those items that are asked to be carried/brought I hope you yourself will realize not to sell and not to hide in unreliable pockets:

  • two "Night Stars" or 10 tails of a blind dog- the Paramedic will need it for medicines for Charon, one is immediately in the box on the lower level of the Sarcophagus, the second (and more if you’re lucky) can be found at Chernobyl NPP-1 and at the stadium in Pripyat; you can shoot dog tails at Chernobyl NPP-1 - immediately after leaving the Sarcophagus, I advise you not to approach Dyak but run around the location and collect art, also not far from Dyak along the road we will meet several dogs and jerboas - be careful, there is a radioactive zone nearby, six more tails can be removed from dogs that will spawn at the crossing to Pripyat if you received a tip from Dyak about a container with medicines for Solomon at Chernobyl NPP-1, if you found this container on your own - these dogs will not be there;
  • five cans of canned food- to Charon’s guard for a recipe, we buy one at a time from Solomon, from the Paramedic three in one go, from Mahon for the “Golden Fish” you can get four cans, they may turn up in corpses during a search;
  • another guard of Charon asks five PDA- gives a grenade launcher for the domestic "Koster" barrels, and Solomon's guard asks for five bottles of vodka, gives him a TT pistol, these items are not particularly important, but finding five PDAs or five bottles of vodka is difficult at this stage of the game, so do not take tasks if they are in your inventory there are no items you are looking for, if you find them, come up and take the task and turn it in right away, if you don’t find it, it wasn’t really necessary;
  • two "Crystals" or two "Films" To the bartender for transferring Solomon's parcel to the mainland, one will be given to Caesar on Yantar after completing his task, another may be caught during the assault on the base on the AS, or near a dilapidated tunnel with psi and radiation zones, or from one of the military, it is advisable to search all the corpses . I start the search while still in the Monolith - in the Sarcophagus and in the Control Bunker there are a couple of boxes in which various artifacts can randomly fall out, from one I always knock out the “Crystal”, there is also a box in Pripyat behind a fence next to the future transition to the Swamps - this box I split the first race into snorkels because... the box usually does not survive until a later moment, the “Film” can be obtained through a cyclic quest from Sakharov - but it takes a long time and we will only get one “Film” at a time, another “Film” lies in the destroyed tunnel with the “Electras” on the DT;
  • two "Golden Chunks" To the fan for the recipe, one will be in the Bar in a building with a door propped up by boxes, we climb from the roof through a hole, the second one will be found in the Landfill when we look for part of the minigun circuit, they are found on DT and on Yantar, we just get there later in the game;
  • 5 bottles of vodka, 5 cans of canned food, 5 sausage sticks, 5 first aid kits- a parcel from the Informant to a group of diggers - needs to be handed over safely to Sviblov, when we approach the diggers they are all lying wounded, we don’t get carried away with treatment - we can overuse the first aid kits from the parcel, first we give the parcel, then if there are first aid kits left we can treat the wounded, they themselves they will heal each other;
  • assault "Abakan"- the Prince asks for weed for the guard of the Svoboda gunsmith, he gets caught several times, the first time he is given out by General Voronin for helping to fight off a bandit attack on the first visit to the TD, a couple more times he can be randomly given out for clearing out mutants near X-18 and for nychka bandits, another one lies in the inspection hole of the garage at the DT, if, after all, there is not one left by the time the Prince asks for it, you can exchange it with Petrenko for two “Sea Urchins”, “Sea Urchins” can be randomly exchanged with Kruglov for " Heart of the Controller";
  • monpatsier jar- one, the Monk will need on the AS for the quest for Borov’s PDA, search the corpses, caches may fall out, also on the corpses of military personnel you come across jars of Monpasier, Yarofeev has one;
  • scientific suit of mercenaries and Storm for Lefty, the suit and Thunderstorm must be in good condition and in a single copy in the inventory, the extra ones can be thrown into the safe in the barracks where Lefty is standing, the scientific suit of mercenaries is first encountered in Pripyat, can be repaired by Mahon and taken with you, it can also fall out (if you’re lucky) of the mercenaries, when the Lefty is released, the suit and weapons should be repaired from merchants and not used, the slightest wear and Lefty won’t accept them, the mercenary scientist is also on sale at Borov;
  • "Fiery soul"- Lefty will ask you to bring him for the gravity suit upgrade;
  • "Mica", "Crystal", "Goldfish", "Soul", "Ruby Spring", "Flash"- Lefty will ask you to bring these six artifacts for the repair of the universal detector found in X-18 on the instructions of Fang;
  • two "Fireballs"- Kruglova for marking a bag of grass, can be found at the DT in the tunnel with “Zharki”;
  • "Crystal Soul of Bengal"- To the informant for identifying the location of Semetsky’s cache using an incomplete set of map fragments;
  • two "Tears of the Chimera"- Informant for crossing Radar-TD;
  • five "Cobblestones" or five "Bengal Crystal Souls"- to upgrade a nanosuit from Semetsky’s cache, before the upgrade you need to have one set of art, another needs to be laid out, then we put on the suit and the suit assimilates the corresponding artifacts, there are two “Cobblestones” in the cache;
  • 3 burer hands, 3 cat tails, 3 poltergeist eyes and a "Ruby Battery"- The doctor in the finale will ask you to bring them, for them he will give passage from the Swamps to Pripyat.

Artifact "Heart of the Controller"

The results of Kruglov’s quest to find the “Heart of the Controller” are interesting. The first artifact must be found in the Agroprom swamp; we hang the detector that Kruglov gives on our belt. We save before entering the psi zone, enter the psi zone - the message “An artifact was found!” pops up. - we look for it, maybe either on the surface of the lake or in the trailer itself, if we haven’t found it, we reboot, the main thing is that the save is made before entering the psi zone and before the message about its discovery, the artifact may spawn somewhere in the wrong place, It's easy to search at night - the artifact glows. We take the found artifact to Kruglov and refuse the reward, take the detector instead of the reward - now you can look for the “Hearts of the Controllers” in other psi-zones. When you find it, a monster will appear, most often a controller; there are bloodsucker and burer. You can also search for other art by first saving before entering the psi zone. Once found, the psi zone degenerates and the next time you enter the location it will no longer be there. For the “Heart of the Controller” Kruglov can give you an elite anomaly detector - he will now always have this dialogue, be careful - do not type more of these tasks if you have already received the detector. Also, the “Heart of the Controller” will be needed by the Lector at the DT, for which he will give a tip on where to look for the “Snake Eyes”, the artifact with which we will find the “Klondike Artifacts”, should be in the inventory when we go to the TD in search of the Klondike.

Psi zones on locations:

  • Amber- entrance to the plant;
  • Wild Territory:
    north location on railway tracks;
    the middle of the location, next to the previous one - the psi zone is extended and begins near the house where you need to find the “Liquidator”;
  • Bar- to the left of the road to the transition to AC;
  • Army Warehouses:
    in the north, near the rocks between the farm where the Informant lives and the abandoned mercenary base;
    in the south behind the farm where the Skull group lives in the original;
    at the base itself in a destroyed railway tunnel, it usually pops up behind barbed wire, you can approach it by going around the border from the north near the crossing to Radar, or from the side of the crossing to AS, I pulled it up with a grav gun;
  • Radar:
    on the road after the turn with a military ambush before the turn to Pripyat;
    in a dead end where the Prince will stand;
  • Dump:
    in the hollow between the transitions to Bar and TD, there are boars with flesh hanging out;
    south of the radioactive pile that is opposite the entrance to the depot from the main road;
  • Agroprom:
    in the northeast in the hollow between the transitions to the Landfill and Yantar;
    in the south - south of the main gate to the western complex;
  • Dark Valley:
    in the northeast behind the gas station building where we find the Prince’s Winchester;
    in the southeast where the “day bloodsucker” from the Original hangs out;
  • Cordon:
    north of the Bartender's bunker in a barbed anomaly;
    in the railway tunnel in the east where there is strong radiation.
Found artifacts can be brought to Kruglov and exchanged for other artifacts, he exchanges them randomly and gives out several pieces for one “Heart of the Controller”, to get the necessary art, we save in front of him and reboot until we receive the necessary art. You can get almost all the initial art in the chains of art transformations, as well as some others - for example, “Crystals” if you have not yet handed over Solomon’s parcel to the Bartender. You can also use the received art to get guns from Sakharov.

Trade and repair

In the Secret Paths there are several merchants to whom you can sell unnecessary swag and buy supplies. They will buy from you cheaply and sell at a high price - many people do not like this situation, but Stalker is not an economic simulator, and money is not the main currency in the Zone. But you can exchange the necessary supplies and weapons from merchants for mutant art and spare parts. I will describe from whom what can be exchanged and for what. If I missed anything or saw an inaccuracy, please write to me in a personal message.

  • Mahon- "Monolith" merchant, will become unavailable after brainwashing by the Paramedic:

    "Stone Flower" - 3 packs 5.45 regular, 1 first aid kit, 1 antirad;
    "Blood of Stone" - 2 first aid kits;
    "Gravy" - 3 packs of 5.56 regular, 2 first aid kits, 4 sausages;
    "Night Star" - 5 packs of 9x39 SP-6, 2 scientific first aid kits, 2 anti-radiation devices;
    "Golden Fish" - 5 packs of 5.45 BP, 2 army first aid kits, 4 canned food;
    "A Chunk of Meat" - 3 packs of 5.45 regular, 2 first aid kits, 4 sausages;
    "Soul" - 5 packs of 5.56 AP, 3 scientific first aid kits;
    "Crystal" - 5 packs of 9x39 PAB-9, 2 army first aid kits.

  • Paramedic- the Doctor’s assistant, stands at the stadium in Pripyat, in the end he moves to a house with a grocery store behind the Ferris wheel, changes mutant parts in bulk of 10 pieces:

    eyes of flesh - 4 scientific first aid kits;
    boar hooves - 4 army first aid kits;
    blind dog tails - 4 packs of shot;
    pseudo-dog tails - 4 F-1 grenades;
    bloodsucker tentacles - 4 packs 9x39 SP-6;
    Burer's hands - 4 packs 5.56 AR;
    Zombie hands - 5 packs of shot;
    snork feet - 4 first aid kits;
    jerboa heads - 5 packs 9x18 "P";
    controllers' hands - 5 antirads;
    paws of pseudo-giants - 7 packs 5.56 regular;
    chimera claws - 5 packs 5.45 BP.

  • Miser- Freedom merchant:

    Ammunition
    :
    2 "Drops" - 3 packs 5.56 AR;
    2 "Blood of Stone" - 3 packs 5.56 regular;
    2 "Bengal lights" - 3 F-1 grenades;
    3 "Slime" - 2 army first aid kits.

    Weapon:
    "Cobblestone" - SIG SG552 Commando;
    "Tears of Fire" - SIG SG551;
    "Symbion" - M16A1;
    "Ruby Spring - Colt M4A1;
    "Golden Hunk" - FA MAS Prototype 3;
    "Drop of Soul" - SIG 550 sniper.

  • Hog- Bratkov merchant in Bar:

    Ammunition:
    5 cans of canned food - 3 packs for AK-47;
    4 bottles of vodka - 3 packs for AK-47 BP;
    5 loaves of bread -3 packs 5.45 regular;
    4 bottles of vodka - 3 packs 5.45 BP;
    5 sticks of sausage - 3 packs 5.56;
    4 bottles of vodka - 3 packs 5.56 AR;
    "Stone Flower" - 3 packs 7.62x54R 7H1;
    "Slug" - 3 packs of 9x39 PAB-9.

    Weapon:
    2 "Mica" - AK-47;
    2 "Slices of Meat" - Saiga.

    In addition to exchanging for art and food from Borov, you can get something from cyclic tasks:

    Mutant parts:
    eye of flesh - 300 rubles and 3 cans of canned food;
    boar hoof - 500 rubles.

    Artifacts:
    "A Chunk of Meat" - 2100 rubles and 2 scientific first aid kits;
    "Flash" - 7500 rubles;
    "Crystal Thorn" - 1500 rubles and 2 scientific first aid kits;
    "Night Star" - armored suit "Beryl"-5M and 3 F-1 grenades;
    "Golden Fish" - LR300 assault rifle, "SUSAT" sight - L9A1, M-203 under-barrel grenade launcher, PBS silencer.

  • Petrenko- "Debt" merchant:

    Ammunition:
    "Medusa" - 3 packs 5.45 BP;
    "Halp of Meat" - 3 packs 7.62x54R 7H1;
    "Flash" - 3 packs 7.62x54R 7H14;
    "Gravy" - 3 packs 9x39 SP-5;
    2 "Bengal lights" - 3 packs 9x39 SP-6;
    "Slug" - 3 army first aid kits.

    Weapon:
    2 "Gravi" - Abakan AN-94 sniper;
    2 "Sea Urchins" - Abakan AN-94 assault;
    2 “Ruby Springs” - silent sniper rifle “Exhaust”;
    2 “Ruby Batteries” - VSS “Vintorez” silent sniper rifle;
    2 "Stone Flowers" - RPG-7V grenade launcher.

  • Bartender- merchant at Cordon:

    Ammunition:
    6 chimera claws - 3 packs 5.45 regular;
    6 boar hooves - 3 packs of shot;
    6 eyes of flesh - 2 first aid kits.

    Weapon:
    40 blind dog tails - MP-7a3;
    30 pseudodog tails - SPAS-12 shotgun;
    25 bloodsucker tentacles - submachine gun "Bison" chambered for 9x18 cartridge.

    Through cyclic tasks you can get the following from the Bartender:

    Mutant parts:
    pseudo-dog tail - 200 rubles and 3 packs of shot;
    bloodsucker tentacle - 300 rubles and 3 packs of shot.

    Artifacts:
    "Medusa" - 1500 rubles and a bottle of vodka;
    "Stone Flower" - 3000 rubles and a bottle of vodka;
    “A Chunk of Meat” - 2000 rubles and 3 army first aid kits;
    "Night Star" - tourist overalls.

  • Zakhar

    8 tails of a blind dog or
    6 boar hooves or
    6 chimera claws or
    2 “Twist” changes to 5 packs of fractions;
    6 bloodsucker tentacles or
    "Slice of Meat" or
    2 "Jellyfish" exchanges for 5 packs of 5.45 regular ones;
    8 pseudodog tails or
    "Slug" or
    "Stone Flower" or
    "Gravy" exchanges for 3 first aid kits.

  • Mazay- hunter, lives with other hunters in the Forest, exchanges goods for mutant parts:

    10 heads of jerboas - 3 packs 5.56 regular;
    10 zombie hands - 3 packs 5.56 BP;
    5 paws of a pseudo-giant - 3 packs 7.62x54R 7H14;
    5 controller hands - 5 army first aid kits and 5 anti-radiation devices.

  • Sviblov- “Clear Sky”, gives a couple of cyclic quests, is on the Radar:

    Mutant parts:
    jerboa head - 100 rubles and 1 pack of 7.62x51 NATO BP;
    cat's tail - 100 rubles and 1 pack of 7.62x51 NATO BP;
    poltergeist eye - 100 rubles and 1 pack of 7.62x51 NATO;
    chimera claw - 1 pack 7.62x51 NATO;
    controller's hand - 200 rubles and 2 packs of 7.62x51 NATO BP;
    pseudo-giant hand - 100 rubles and 2 packs of 7.62x51 NATO BP.

    Artifacts:
    “Slime” - 1000 rubles, 1 scientific first aid kit, 1 F-1 grenade;
    "Slug" - 500 rubles, 2 scientific first aid kits, 1 F-1 grenade;
    "Crystal" - 1000 rubles, 2 scientific first aid kits and a scientific overalls ChN;
    "Battery" - Knights SR-25 rifle.

  • Sakharov- scientist in the bunker on Yantar:

    Ammunition:
    3 "Drops" - 2 packs of 7.62x51 NATO regular;
    2 "Fire Balls" - 2 packs of 7.62x51 NATO BP;
    "Film" - 2 packs 12.7x99 for the WA2000 rifle;
    10 cat tails - 3 scientific first aid kits;
    10 hands of burer - 2 antirad.

    Weapon:
    "Soul" - rifle "GALATZ";
    "Crystal" - Knights SR-25 rifle;
    "Moonlight" - rifle NK-417;
    10 eyes of the poltergeist - WA2000 rifle.
    For cyclic tasks you can get the following from Sakharov:

    Mutant parts:
    snorkel foot - 300 rubles and 1 scientific first aid kit;
    eye of flesh - 300 rubles and 1 scientific first aid kit;
    boar hoof - 300 rubles and 3 scientific first aid kits;
    pseudo-dog tail - 300 rubles and 1 scientific first aid kit;
    bloodsucker tentacle - 500 rubles and 1 scientific first aid kit.

    Artifacts:
    "Gravy" - 2500 rubles and 1 scientific first aid kit;
    "Medusa" - 3000 rubles and 1 scientific first aid kit;
    "Fireball" - "Film";
    "Moonlight" - 4000 rubles and 3 scientific first aid kits;
    "Sea Urchin" - 8,000 rubles and "SEVA" overalls.

If you want to get something for cyclic tasks, then you need to bring with you everything that is required for all tasks up to the required item. Cyclic tasks have a deadline - after some in-game time, if not completed, this task becomes failed, so try to take only those tasks whose items are available in your inventory. Cyclic tasks are repeated after some time (usually on the next game day).

A few more traders

There are several other merchants in the Secret Paths who only buy and sell certain goods for money:

  • Mozart- the Drifters merchant, located on the first floor of the Drifters headquarters building in MG in the room with the piano;
  • Miser- Drifter merchant, located at the Drifter checkpoint in the Swamps;
  • Marvin- keeper of the Monolith and teacher of the GG, buys expensive good and unique trunks, some costumes;
  • Doctor- located in the Swamps;
  • Graph- located in the Bar in the nook in front of the Arena;
  • Sidorovich
  • Baker- is located at the peacekeepers location;
  • Lecturer- the chief of the railway workers, buys parts of monsters, artifacts, sells artifacts at very high prices;
  • Antique dealer- sells rare but working weapons, ammunition, also exchanges 1 drum for a Colt Python for 3 bottles of vodka, which Noodles gives for refusing to kill him, will appear after conversations first with Noodles, then with Borov, is located in the Bar where Petrenko stands in the Original.
Petrenko, Miser And Baker They buy almost any swag - dead guns, overalls, jackets.

Some merchants and characters can repair equipment. Here is a list of traders and repairers:

  • Mahon- cheap repairs, accumulates a large amount of money that can be used by selling him guns and other swag;
  • Paramedic- expensive repairs, money is also accumulating, you can sell swag for this amount before leaving Pripyat;
  • Screw- expensive repairs, money accumulates, refills the flamethrower - you need to have the flamethrower itself (discharged), a cylinder with colloidal gas, a canister of gasoline, two bottles of vodka and 10,000 rubles;
  • Hog- repairs are somewhat cheaper than Screw;
  • Petrenko- does not do repairs but sells relatively cheap repair kits;
  • Bartender
  • Sidorovich- repairs and sales of repair kits are more expensive than Petrenko’s;
  • Sakharov- repair;
  • Lefty- repair of the universal detector and fine-tuning of the gravity suit.
  • Brown- Colonel of the peacekeepers, after clearing the base of evil spirits, gives as a reward a unique repair kit for quickly repairing weapons; each repair requires the “Medusa” artifact in the inventory. Repairs trunks with any degree of damage.

FAQ

  • I can’t get into a cave (other hard-to-reach places) - use the full squat keys Ctrl+Shift , if you reassigned the keys, I advise you to reset the default settings and reassign without touching these keys.
  • Health is decreasing, there are not enough first aid kits - high level of captured radiation, to see the level press the key TAB - a counter window appears in the lower right corner with the numbers of accumulated radiation, the scale shows whether the GG is in the radioactive zone or has left it, the dosimeter should be on the belt, above 600 the health level quickly begins to decrease until death. We use radiation artifacts correctly and hang them on our belts; with high levels of captured radiation, you can replay from earlier saves and try not to fall into areas of increased radiation. Using one anti-rad reduces the level by 20-30 units, slightly reduces the health level and requires jamming.
  • Double vision, but health and radiation levels are normal - GG hasn’t slept for a long time, it’s not advisable to lay out your sleeping bag, it doesn’t disappear during robberies just like the dosimeter, it’s available for sale at many merchants.
  • Where is the decoder in the Sarcophagus on the assignment to shoot the burers - the decoder can also lie in any place, but no further than two rooms located above each other on the lower level of the Sarcophagus.
  • I can't find a box of canned goods on Solomon's instructions - a box with canned goods in Update can be located in any of the two grocery stores in any place, look carefully, look into all the nooks and crannies.
  • Where to find the folder for the Informant - the folder for the Informant at the Svoboda base in Update can be located in various places, the places found so far are located along the railway tracks, we look into all secluded places, carriages, under beams and destroyed buildings.
  • Where is the bag of grass for the Prince on the AC - also in various places, Kruglov can put a mark on the bag with the exact location for two “Fire Balls”.
  • I can't find three helmets for St. John's wort - look into all the concrete rings, including broken ones, if you still haven’t found them, then most likely they were picked up by Phantoms that are lying in ambush there, search the corpses immediately - then they will disappear.
  • How to get into the courtyard of the plant on Yantar on Caesar's instructions - Caesar gives you a suit with good protection from radiation, we put it on and hang on the belt artefacts that remove radiation, it is better to remove those inducing radiation, be sure to remove ruby ​​artefacts - they are not just radioactive - but also accelerate the accumulation of radiation. Particularly useful art here will be the “Symbions” - they add protection to the suit from radiation. We go beyond the swamp and the helicopter, approach the border of the slope and the wall of the plant - here there will be a radiation barrier that must be overcome without stopping, save in case of a replay with a high level of captured radiation, then we go along the outer part of the location and go around the plant building from the north side, we go into the courtyard - poltergeists are flying there, we look for what Caesar is looking for and return back the same way; back we also need to overcome the radiation barrier.
  • I can't get close to the Magician - carefully read the dialogue with the Ghost, the teleport outside the boundaries of the game part of the location is located in the garages, the return teleport is located near the garages from the outside.
  • The weapon doesn't fire - a fuse has been introduced in the Update - switch with the “0” and “9” keys.

Guide (from the TT2 team) for completing the plot of the modification "Secret Paths 2"

(prepared by: Alexander44)

Attention: Changes for the Update are highlighted in green!
Some tips for passing

Hang up the dosimeter from the very beginning and do not remove it to avoid problems with grenades. The dosimeter should always hang - even during a robbery when everything can be put away until the robbery itself - leave the dosimeter on your belt, and the sleeping bag always remains in the inventory during the GG. Problems with grenades usually arise after robberies. There should be one dosimeter in your inventory and hang on your belt. The amount of captured radiation can be viewed by pressing the TAB key (default). If, nevertheless, grenades are no longer picked up, we begin to “shamanize”, first we look to see if there is a second (third, etc.) dosimeter lying around in the inventory - we should sell it and move to another location, throw away the grenades one by one and at once the ground and pick it up, remove/lay out/hang the dosimeter on the belt, put ALL the swag down to the underpants together with the dosimeter in the bag, take one dosimeter, hang it on the belt, take one grenade - it should be taken, then we take all the swag NOT AT ONCE, but individually.

Make saves in key places before moving to another location, before taking and handing in or after handing in tasks, especially if you are not sure that you have chosen the right road, or you do not know whether there will be a way out from the location you are going to move to. This will help you replay if something goes wrong. Carefully read the dialogues with the characters, many clues are contained in the dialogues - you can take screenshots of the dialogues by pressing the F12 key.

With the release of the Update, many items are not only hidden, but may also end up in different places for different players and during different playthroughs, look more carefully.

Quest characters must be protected, well, everyone who plays Stalker should know this rule; for those who like to shoot, there are other wonderful games. If you still kill the quest giver, it’s better to replay it, and not ask what to do, then you’ll end up in an impenetrable bottleneck, and you’ll have to replay it a lot more.

Transitions between locations are also Secret Paths, some will have to be searched for, some are given for completing tasks, some are temporary, some are permanent, some are opened by finding special artifacts - “guides”. There will be a separate post on transitions.

Search the corpses of killed enemies for the presence of quest items - amulets, parts of maps. Corpses disappear after a reboot, and even more so after re-entering a location.

According to the passage itself - you will be robbed several times during the game, if this situation does not suit you, put away your property before the robbery, then you will take it. The robbers take those things from the inventory that can be put in the pockets, the rest remain with the GG and do not disappear during the robbery. The dosimeter cannot be taken away and must remain on the belt; problems with taking grenades arise precisely after robberies. Also, some Persians, who in the game need to hand over property for a while, then when returning, do not give back all the things - it is also better to dive before “undressing”.
Now, after a robbery, the money taken by the robbers can be returned back - search the corpses of the offenders, in the robbers' inventory you will see bundles of money - this is your money, and bundles of money can also fall out of some corpses (not all).

On the first trip to Pripyat you will be robbed to the bone, so you can put away anything especially valuable either before going to the MG at Lesnik, or stock up on Mozart and make a hiding place in the MG. Your money will also be lost. Before the transition itself, we carefully examine the sewer - we pick up Krol's diary from the floor, we will need it later.

Don’t prescribe everything to merchants yourself - they may go for a walk and then you won’t find them. Also, when registering a large number of items, these items are “ejected” from the merchants’ inventory, which leads to the game freezing and even to a dead freeze. It is better to register if you know what you are doing and only quest items in case of their loss. If you don’t know, don’t bother, it’s better to ask in the topic - maybe you can do without this item, there will be an incentive to go through the mod a second time. If you really want to register something for trade, register it in a single copy; to get several items of the same type, it is better to make a save/load next to the merchant - the item will appear on sale again. Before registering, make copies of the files that you will edit so that you can return them back if the edit is unsuccessful; you should also return the original files after you have received the required items and there is no longer a need for them. In case of unsuccessful edits and rollbacks of edited files to their original state, load saves made before making the edits, otherwise glitches cannot be avoided.

Keep an eye on the level of captured radiation - more details about the levels are written in the mod description. Hang artefacts on your belt in accordance with their properties and make sure that radioactive artefacts are compensated by artefacts that remove radiation, it is also advisable to compensate for the harmful properties of some artefacts with the beneficial properties of others, cook artefacts - modifications, as a rule, have more pronounced positive properties, and negative ones are reduced.

FAQ:

-I can’t get into a cave (other hard-to-reach places)- use the full squat Ctrl+Shift keys, if you reassigned the keys - I advise you to reset the default settings and reassign without touching these keys.
- Health is decreasing, there are not enough first aid kits- a large level of captured radiation, to see the level press the TAB key - a counter window appears in the lower right corner with the numbers of accumulated radiation, the scale shows whether the GG is in the radioactive zone or has left it, the dosimeter should be on the belt, over 600 it quickly starts decrease in health level up to death. We use radiation artifacts correctly and hang them on our belts; with high levels of captured radiation, you can replay from earlier saves and try not to fall into areas of increased radiation. Using one anti-rad reduces the level by 20-30 units, slightly reduces the health level and requires jamming.
- Double vision, but health and radiation levels are normal- GG hasn’t slept for a long time, it’s not advisable to lay out your sleeping bag, it doesn’t disappear during robberies just like the dosimeter, it’s available for sale from many sellers.
- I can’t find a box of canned goods on Solomon’s instructions- a box with canned goods in Update can be located in any of the two grocery stores in any place, look carefully, look into all the nooks and crannies.
- Where to find the folder for the Informant- the folder for the Informant at the Svoboda base and Update can be located in various places, the places found so far are located along the railway tracks, we look into all secluded places, carriages, under beams and destroyed buildings.
- Where is the bag of grass for the Prince on the AC- also in various places, Kruglov can put a mark on the bag with the exact location for two “Fire Balls”.
- I can’t find three helmets for St. John’s wort- look into all the concrete rings, including broken ones, if you still haven’t found them, then most likely they were picked up by Phantoms that are lying in ambush there, search the corpses immediately - then they will disappear.
- How to get into the courtyard of the plant on Yantar on Caesar’s instructions- Caesar gives you a suit with good protection from radiation, we put it on and hang on the belt artefacts that remove radiation, it is better to remove those inducing radiation, be sure to remove ruby ​​artefacts - they are not just radioactive - but also accelerate the accumulation of radiation. Particularly useful art here will be the “Symbions” - they add protection to the suit from radiation. We go beyond the swamp and the helicopter, approach the border of the slope and the wall of the plant - here there will be a radiation barrier that must be overcome without stopping, save in case of a replay with a high level of captured radiation, then we go along the outer part of the location and go around the plant building from the north side, we go into the courtyard - poltergeists are flying there, we look for what Caesar is looking for and return back the same way; back we also need to overcome the radiation barrier.
- I can’t approach the Magician- carefully read the dialogue with the Ghost, the teleport outside the boundaries of the game part of the location is located in the garages, the return teleport is located near the garages from the outside.

Small hints on the characters

I will describe the most common problems that may arise with some characters, but I will not describe them all.
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 a search mission Vasilyeva it is advisable to kill the controller before meeting with Vasiliev. Vasiliev he might get stuck in the cave - we go down into the cave and push him in the butt, he should come out, if you run out in front of him, he might 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. We help on Yantar Vasiliev fight off the zombies, when the task works, go up to him and talk, accompany him to the camp and talk to Denom, and only after talking with Denom let's go to the bunker Sakharov.

Many can't find Griga in 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.

Don't refuse to help Dyaku in the shooting of military personnel at Chernobyl NPP-1, he will then give a tip to a 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 rescued Ghost from mercenaries on assignment Paramedic we must protect him from injury (and, of course, from death), because during treatment Shooter members of the Monolith, Ghost will also become a Monolith and turn out to be an enemy after brainwashing Paramedic. Ghost whom he sends to kill Charon, a quest character, so we’re not in a hurry to finish him off, but respond to the message Paramedic approach him.

Another quest character - Fang, also needs protection when leading to show the transition from Pripyat to the Swamps. After Fang will show up at the AS, where he will have to be saved from the mercenaries once again. On AC Fang will appear when we visit Pripyat on the PDA quest Borov, after completing all tasks Count and also find 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.

Paramedic migrates from the stadium to the house with the grocery store, so we don’t delay in searching for PDA for Borov and a trip to Pripyat, Paramedic in the grocery store will not give you a murder task Magician.

When you first enter the Bar, find the stalker Sokhaty and talk to him, then to Prince and again with Sokhatym- several branches of the plot begin with a conversation with him - work on Prince, search for cache Semetsky and then search for PDA Borov. We immediately take from Prince task to deal with the stalker Zheka- the search for the cache will begin with it Semetsky. To start searching for PDA Borov necessary after handing in the hard drive Prince approach Borov and ask him about work - not to be confused with cyclic quests. Don't forget to talk to Borovoy- he will talk about what he has Count, the local security chief for the gang, has work for GG. First task Count You can do it right away at the same location - it won’t take much time.

Many people die before completing the task, a stalker nicknamed Noodles. I advise you when we go towards the Landfill from Bar for the first time, last of all, go to the last bandit in Bar and take an order from him for Noodles, save after this and run to the Landfill if you receive a message about death Noodles- you can replay. 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. Will give a tip on Antique dealer, you will have to ask about him Borov.

After talking with Noodles are looking for Zheku- it's in the depot, you can find it Tank driver at the Landfill behind an abandoned equipment parking lot - he will talk if you picked up a stalker's diary in the MG sewer Krola, or approach it after the first descent - there will be fewer monsters on the second visit to X-18. Tankman gives a tip to the place where the bioradar dropped.

Lefty, whom he asks to find and persuade to join Freedom Lukash, asks you to bring him a weapon and a suit - they must be in full working order 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 you go straight to the Landfill after giving him the equipment, you can see him wandering around the Landfill, here he can be killed by the mercenaries that we meet when we carry rifles from Besa Petrenko, and the pigs may 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. Me after talking with Left-handed I'm going down to Varyag in the dungeon while I'm running in circles Lefty already calmly gets to the AC.

Tip to Yarofeeva at the checkpoint gives Varangian but he will talk only after the circles of hell. Myself Yarofeev will appear after talking with Bartender when we come to him from Varangian.

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

After being persuaded Lefty and he went to the AS to the "Svobodovtsy" in Bar will appear Pathfinder, I recommend that before your first trip to the DT, go on assignment Pathfinder to a meeting with Incognita, after this meeting Pathfinder There will be a task for DT - you can complete it along the way.

Miser With Screw They immediately take their positions after we take on the task of storming the Barrier.
The Svoboda guard appears at the armory a little later. Miser in one of the quests he asks to bring bread and says that he needs to talk to Sidorovich at the peacekeepers' location - he knows where Baker find, 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 tips on Baker will not give. After we bring the flour to the Baker and take the task for a box with tools in the Baker’s utility room, his assistant, Vano, will appear, he will also have one task for the GG - to bring a box with mines, I advise you to make a save because there will be a “warm” meeting with the Marauders, the leader of the Marauders, Razuvaev, will then have a fragment of the map with Semetsky’s hiding place, you can complete the Marauders’ task in different ways - further passage through the plot may depend on your progress.

Sviblov with a group of diggers is located on the Radar and the first approach to it must be done according to instructions Informant to help diggers. Informant gives a parcel to give to him, it contains food, first aid kits, vodka - in general, everything that Informant the dal must be brought intact and given back Sviblov, make sure not to overuse first aid kits and not to use up the parcel, the task will hang. Some people go to Radar from Yantar for the first time and find Sviblova dead - in theory Sviblov seems to need help, so you need to approach him by taking a task from Informant, it is not necessary to come with the AC, but the parcel should be delivered. Also complete all tasks Sviblova on the first approach to him - on the super-bloodsucker, on the 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 will you receive from Count a tip that Sviblov may give a transition to the MG, then get ready to go straight into it. Grab a walkie-talkie for Zahara, give it back along the way. Transfer from Sviblova in MG it is temporary and then disappears. If you receive a tip from Count but are not ready to go to MG yet Sviblov there are still things to do, 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.

Mahomet will find you on its own - you just need to finish 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. If there are any tasks for them, complete them before taking the Bar, the last moment - before taking the Bar card from Borov.

Transitions in Secret Paths 2

In Secret Paths 2, many transitions between locations (they are also secret paths) should be discovered as the game progresses. Some must be obtained for certain tasks, some are found through tips, some open special arts - “Guides”, they should be found and taken to the Pathfinder - the stalker in the Bar, a specialist in Secret Paths. Some transitions become permanent, others will disappear after a certain time.
There are immediately only transitions in well-known locations south of Bar - from the Landfill and back - to Cordon, to Agroprom, to the Dark Valley and to Bar.
Transitions of the initial stage of the game before the first entry into Pripyat

At the beginning of the game, before the first entry into Pripyat, all transitions are temporary and are given for one time - go to another location, and the transition from the new location must be obtained/earned. After receiving the transition, the message “New path!” pops up; in the PDA you can see on the map where it is located. The main difficulty is the transition from Amber to the Forest; you need to find it yourself. Sakharov gives a fairly clear tip on where to look for him - in the eastern part of the location in the lowland there is a bus, in it in the Original PM we come to after the ejection when we go to take measurements with Kruglov. You need to walk around the northern part of the bus - where the cabin is, a passage will open at a certain point. Another transition can cause difficulties - from the MG to the Forest on the instructions of the Forester to bring a box of provisions, after talking with Leila, she says that we need to approach the Guide who brought the GG to the monastery, do not forget about this and approach him - he will take the GG to to an already familiar place and the transition from the MG to the Forest will again open for one passage. The transition to Pripyat is given by Grieg, we carefully read the dialogue with him and save immediately after it, the transition is one-time and if you managed to dive into the sewer, there will be no way back - you can climb out through the hatch, but we will not go back down into the sewer. In the sewer, don’t forget to look at your feet - we pick up the diary of the stalker Krol, you’ll need it later, it doesn’t disappear from your inventory.


After moving to Pripyat we fall into the clutches of the “Monolith”, the GG’s memory is completely knocked off and he begins to faithfully serve the “Monolith”. Further transitions are issued by the leader of the “Monolith” Charon, sending the GG to carry out various tasks.
Transitions from the Sarcophagus to the Chernobyl Nuclear Power Plant, to the Control Bunker and to Pripyat

The transition to Chernobyl NPP-2 (this is the northern part of the Chernobyl NPP, the southern part will be called Chernobyl NPP-1) is issued along with Charon’s task to destroy the “infidels”. The transition is located in the upper part of the Sarcophagus (the interior of the Chernobyl Nuclear Power Plant) in the room where the Monolith stone itself is located. We climb up the reactor, see a stone and a teleport, dive into the teleport and find ourselves on the wall, then along the inclined beam of the destroyed structure we pass through the gap in the wall and go left all the way, then turn left again and find ourselves at the transition.
The return passage to the Sarcophagus will be located in the central part of Chernobyl NPP-2 near Solomon.
Charon's next task is to clear the Monolith's Control Bunker, you need to get into it from Chernobyl Nuclear Power Plant-2 where in the Original PM we exit the Bunker at the end - in the western side of Chernobyl Nuclear Power Plant-2, the transition is marked on the map. At the end of the game this transition will disappear.
Afterwards, Charon will send to Pripyat for medicine to the Paramedic. The transition to Pripyat is located at Chernobyl NPP-1, to get to Chernobyl NPP-1 we go down into the basements where the bureaucrats were shot on the first task. At the end of the corridor in the shaft with a broken spiral staircase there will be a transition; in this place in the Original we find ourselves in the Sarcophagus from Chernobyl Nuclear Power Plant-1. From Chernobyl NPP-1 it is not difficult to find the transition to Pripyat. Anyone who has completed the Original TC can easily find all these transitions. These transitions will be permanent until the end of the game, except for the transition to the Control Bunker.


In Pripyat, GG will help Monolith strengthen in new positions and continue training with Marvin. After Charon’s next task, the Paramedic will intercept the GG and “brainwash” him, the GG will become an enemy for the “Monolith” and he will have to run away from his former friends. The transition from Pripyat to the Swamps will be given by GG's new friends - Ghost and Fang, Fang will show it. The transition is permanent.
In the Swamps we will meet the Doctor, he will help you get out of the Swamps, he will send Drifters to the checkpoint, from them we will get the transition to the Forest, in the Forest the Hunters will help you find the transition - to the Army Depots (AS). This path from the Swamps to the AS is temporary.
Further, as the game progresses, we will have to discover or receive transitions between the main locations, well known from the Original TC and from other mods, most of these transitions will be permanent. Temporary transitions will be specifically indicated.
Once on the AS, you can see that there are no transitions from them, so you will have to work hard for the inhabitants of the AS.
Transitions from speakers

The Informant will pass off the transition to the Bar as a special folder, which must be brought from the AS Base, where "Freedom" is being set up.
We also receive a transition to Radar from the Informant along with a task to help the diggers led by Sviblov. Here the following point should be taken into account - the first approach to Sviblov must be precisely on the instructions of the Informant, and the parcel must be delivered safe and sound. You can not immediately take the task to help the diggers, but combine a trip to Radar with other tasks in this location, the main thing is not to get carried away with going through other branches of the plot, and not find yourself in a situation where you need to go to Sviblov on another task and on another transition without taking missions for help from the Informant, you can find Sviblov already dead or lose him later for “incomprehensible” reasons.


As the game progresses, we will receive another permanent transition - Dark Valley (TD) - Cordon, we will receive it from General Voronin after completing the task for the bandits' hiding place.
In our passage we come up against the need to get to Yantar. The first approach to Yantar must be made through the Wild Territory (DT - aka the Rostok plant adjacent to Bar).
Hiking to Yantar

To open the transition from Bar to DT, you need to complete the following tasks:
- complete the first two tasks of the Count - one at the Bar location, does not require any transitions, the second - to help the Prince on the Radar, will require the AS-Radar transition, we receive from the Informant, it is convenient to combine with the help of Sviblov’s diggers;
- go to the peacekeepers at the “Pre-Room” location or the Peacekeeping Corps (MK) and then talk to the Bartender, he will say that the GG was looking for the Count and he has another task.
After completing these tasks, the Count will send to Amber to Caesar to bring him three flash drives, we find the flash drives on the territory of the Bar behind the fence, when we find them, the message “New path!” will immediately pop up. and the transition will be available.
You can also talk and take tasks for DT from the Pathfinder - it will be in the Bar, it is advisable to go to a meeting with Incognito at Agroprom before this - the meeting is possible if you use the temporary transition from Agroprom to the dungeon, it is located on the street in a destroyed descent into the dungeon, the transition will then disappear.
At the DT, you can complete tasks from the Pathfinder and go to the Railwaymen, they will also give you several tasks to be completed at the same location.
To go to Yantar, you need to find another Secret Path - after the tunnel with "Zharki" we explore the area to the right of the road, near one of the bushes we will find a Secret Path - now we will have constant transitions Bar-DT-Yantar.


On Yantar we meet with scientists; for completing tasks, Professor Sakharov gives transfers from Yantar to other locations.
Transitions from Yantar and back

On DT - we get it as soon as we find the transition from DT to Yantar;
To the Radar and back - after placing tags on mutants;
To Agroprom and back - after a showdown with Associate Professor Dorodin in the TD.
Transitions from Yantar are constant.


We will receive one of the important transitions from Lukash - the Radar-Pripyat transition, we will receive as a result of a multi-step quest to find a PDA for Borov.
Transition Radar-Pripyat

It begins, oddly enough, with the stalker Sokhaty, who asks for help in freeing his friends from a gangster prison. Without a conversation with Sokhaty, the Prince will be silent, there will be no conversation about the hard drive, about the debtor Zheka, who will give the first fragment and the task to collect all the fragments of the map with Semetsky’s hiding place. After we bring the hard drive to the Prince, we approach Borov and take on the task of searching for the missing Courier and the PDA with him. After failing to find the PDA, the message “Talk to Borov” pops up in the TD, we talk - and he says that the Svoboda members have scouted out the road to Pripyat, we talk to Lukash and undertake to bring a certain radioactive container from the Radar, in exchange for it Lukash will give the Radar-Pripyat passage. The transition is permanent. Searching for a container can also be combined with the help of diggers and the Prince.


A couple more permanent transitions can be obtained in the game, they are not very important but will help shorten the path.
Transitions MK-Bar and Radar-TD

To help find the bags on the AS, the baker gives a tip on where you can find the MK-Bar transition, we look around the swamp in the south of MK behind the factory with zombies, we examine the boulders near the swamp.
The informant will give out the Radar-TD transition for a couple of “Tears of the Chimera” artifacts. On the Radar it starts at a dead end where the Prince is standing.


Also in the game there is the possibility of obtaining several additional transitions between locations that are optional for completing, allowing you to shorten the path. To get them you need to find special art - “Guides” and take them to the Pathfinder, he will show the path that each “Guide” opens. The Pathfinder will have a conversation about “Guides” after meeting with Incognito at Agroprom.
Transitions obtained using the "Explorer" arts

From Cordon to Agroprom - located on Cordon near the western end of the railway tracks:
From Agroprom to Cordon - located in the south of the location near the barbed wire gate, there are many anomalies and wild boars nearby;
From DT to AC - located behind the fence at the north-western end of the railway tracks, there are many anomalies, dogs and pseudo-dogs nearby;
From AS to Radar - located in a hollow near a fallen helicopter, Svoboda members can pick it up from the Barrier. There is one important note about this passage - do not use it until the regular passage to Yantar through the DT has been opened, there will be no way back. I also don’t recommend using it without special protection from radiation - we prepare arts, look for a good suit, when descending on Yantar we pass the radiation barrier and you can grab a lot - even death (in the Update, this “guide” opens a path from the AS to the TD - thus, it will not be possible to get to Yantar bypassing the standard path through the DT).


Now I will describe one temporary transition, but very important for the plot - the transition from Radar to the Dead City (MG).
Transition Radar-MG

After completing all the Count’s tasks, he gives a tip that the Chistonebovites seem to have a transfer to the MG, and that they have lost a person, you need to volunteer to help find this person and get a transfer to the MG for this. We approach Sviblov on the Radar (I hope we helped him by this point, brought the parcel and completed his tasks), he tells how to get to the MG, first you need to find a teleport that will throw the MG over the thorn, then we go to the transition itself. We take a walkie-talkie with us for Zakhar - we’ll give it to him along the way. You should not delay your trip to the MG - the transition will disappear. In the MG we speak with Leila - it temporarily opens a path to the Forest, and also do not forget about the meeting with Mohammed or a person who can give a tip to him. He will be waiting in one of the houses on the outskirts of the city. Then we go to the Forest, the Forester sends us to the Hunters, we give the radio to Zakhar, and the Hunters guide the GG to the place where the lost one might be, we save the lost one - it turns out to be Leila’s sister Karina, she takes her to the place where the kidnappers caught her and her guide, we find the corpse of the guide and his PDA, according to data from the PDA, Karina takes us to the transition to the Swamps. This trail to the Swamps, starting from Radar, is temporary.


There is another conductor in the game - “Superconductor”, which opens a long path through several locations. His search begins in the Swamps when we meet the Doctor after going to the MG and searching for the lost one - Karina. She stays with the Doctor in the Swamps.
Search for "Superconductor"

The doctor gives us a flash drive for the Pathfinder and also a guide dog, which will show us the path from the Swamps to MG and further to AS.
The trail that begins in the Swamps and reaches the AS through the MG at the tip of a guide dog is constant. Take care of your dog during the journey from the Doctor to the trailhead. Next, we take the flash drive to the Pathfinder in the Bar and he tells you where to find the “Superconductor” - it will open the return path from the AS to the Swamps through the MG. “Superconductor” must be looked for in the dark from one to two in the morning on the speakers at the edges of the location. The art glows and is clearly visible, located in a place where no one walks or picks it up. Before starting the search, I recommend saving; if you don’t have time to find it, just reboot and run through other places. The trail starts from AS in MG, there we carefully look at the map and look for the transition to the Swamps. The path is permanent.


After the storming of the Bar by Duty, Borov, the Count and the Pathfinder disappear from the Bar, so all tasks with them should be completed before the storming of the Bar. Then the Bartender says that the Doctor needs help and sends him to Fang to find out the details, Fang also says that he needs to go to the Doctor. This is where the path opened with the help of the “Superconductor” will help. In the Swamps, the Doctor will ask you to bring him something, after which he will give you a transition from the Swamps to Pripyat and further to the denouement of the plot at the Chernobyl Nuclear Power Plant.

In the finale at the Chernobyl Nuclear Power Plant we will meet with the legend of the Zone, stalker Semetsky, with Solomon, with the Pathfinder. The Pathfinder will be at the transition to the Control Bunker, but there will be no transition - the Pathfinder says that now you can get into the Bunker through the Sarcophagus, we go to the Sarcophagus and from there we get to the Bunker. The transition in the Sarcophagus to the Bunker will be in the same place where in the Original we get into the Bunker - a coded door. Next is the finale. The choice of ending is up to you.

Search for Semetsky's hiding place

In the Secret Paths there are several cross-cutting ones that do not affect the completion of tasks, but are very interesting in terms of the results of the findings. I will describe the search for the cache of the Zone legend of the stalker Semetsky. It starts with taking the task of dealing with one stalker from the Prince in Bar, first you need to approach the stalker Sokhaty in Bar and take from him the task of helping to free your friends from the bandit prison, without this the Prince will be silent and we won’t see any hiding place. We find the stalker we are looking for in the Landfill, his name is Zheka, we talk to him and he gives us the first fragment of a map indicating Semetsky’s hiding place as payment for his debt to the Prince. From the moment the task is accepted, the found fragments will be displayed in the PDA in the “Journal” section; before the task is taken from Zheka, the found fragments are displayed in the inventory.
This is where fragments of the map with Semetsky’s hiding place are found. They are described as we go through my walkthrough, your order may differ:
Semetsky's cache

1st fragment- we receive from Zheka with the task itself;
2nd fragment- we will find when searching the corpse of a zombified professor in the X-18 laboratory in search of an anomalous “Thunderstorm” for the Tankman, to talk with the Tankman we need to pick up the diary of the stalker Krol in the sewers of the Dead City when we look for an exit to Pripyat on a tip from Grieg (in the Update this fragment will be with the leader of the Marauders, Razuvaev - they will appear at the Peacekeepers location when we go to get mines for Vano);
8th fragment will be with one of the bandits in the northern complex in the Dark Valley when we go to rescue the Courier on Borov’s assignment to search for PDA;
4th fragment Major Yarofeev will be at the military checkpoint on the Cordon, we search him after the conversation and the murder, leaving him alive is more expensive for himself, he begins to shoot at the GG;
3rd fragment we will find another zombie professor while clearing the base for peacekeepers;
6th fragment there will be a bandit named Shiloh, you will meet this character during a robbery in the Wild Territory, do not avoid the robbery if you want to get a fragment, without the robbery there will be no fragment;
7th fragment will be caught by one of the mercenaries when we repel Fang from an ambush set up by mercenaries at the Army Warehouses;
5th fragment we will find from one of the Monoliths that we will meet in X-18 on the instructions of Fang.


When all eight fragments are found, the task will trigger and the location with the cache will be indicated on the map. In the game, it is possible to get a tip on Semetsky’s hiding place before finding all eight fragments; the tip can be given by an Informant for a very valuable artifact.

Finding parts of the minigun circuit and finding amulets

There are a couple more cross-cutting and interesting quests in Secret Paths 2; I will describe them in one post, since they intersect.
When you first (can be later - it’s just better not to waste time) entering the Bar, the mechanic Potapov will be standing in the bar itself, we approach him and receive from him a task to search for parts of the minigun circuit, the gun is very effective and can greatly help with crowds of evil spirits. From the story we learn that there are only seven parts and they were kept by different stalkers of the missing in different locations. Therefore, you need to look for the corpses of missing stalkers or backpacks. I advise you to make a screenshot of the dialogue to avoid misunderstandings and unnecessary questions. I will describe them in the order in which I find them. The numbering is arbitrary and has no connection to parts of the circuit.
Minigun circuit parts

1 - in the Landfill, in the south-eastern part of the location behind the swamp and forest, there is a nook, there are full of blind dogs and pseudo-dogs, zombies are walking around;
2 - in X-18, we will examine all the corners on the lower level;
3 - in the dungeons of Agroprom, easy to find;
4 - at a military checkpoint, located at the checkpoint itself in a backpack in a relatively visible place (in the Update, the backpack may be in different, but not very hard-to-reach places - we look carefully);
5 - on the Radar, we examine the territory of the burnt forest behind the mesh fence, the corpse lies on the boulders closer to the steep stone walls, the boulders are accessible for a regular jump (in the Update, a corpse can randomly appear anywhere in the burned forest area on the Radar);
6 - at the exit from X-16, easy to find;
7 - in Pripyat in a hotel we find the corpse of a stalker, we look into all the rooms, look out the windows, he will also have an amulet, I’ll write about it below (in the Update, the digger’s corpse can also be located in different places of the hotel)..


After finding all seven parts of the scheme, we approach Potapov, he says that we need to approach him at night after 3 o’clock. We arrive between 3 and 6 o’clock and get a minigun; at Potapov’s we stock up with boxes of cartridges for the minigun, maybe in several approaches.
The search for amulets begins with Sviblov’s task - to deal with the traitor. After completion, we approach and search the corpse of Fedi the Robber, we find nothing, but in the inventory there will be one amulet, it seems like it was removed from the neck. Then, in a conversation with Sviblov, we ask about him, he sends for clarification to the Wanderer, he will appear right away. We talk with him, take a screenshot of the conversation - for those who are especially forgetful, he tells what kind of amulets they are, where some can be found, the rest are located according to the plot and cannot be passed by. There are six of them in total.
Search for amulets

Chimeron- we remove Fedi the Robber from his neck, the search for amulets begins with him, he slightly protects from electricity +10 and explosion +10, is radioactive -10;
The Dragon- we find on the AC in the village of bloodsuckers in a terrible place of “ritual” death of stalkers, has protective properties against burns +10 and chemical burns +10, radioactive -10 (in the Update, this amulet can randomly appear anywhere in the village on the AC);
Garganon- we’ll find Semetsky in his hiding place, slightly protects against telepathy +15, radioactive -10;
Avalon- will be found in the corpse of a digger in Pripyat in a hotel along with a minigun circuit, has protective properties against explosion +10 and bullet resistance +10, radioactive -10;
Catalan- one of the well-known characters who needs to be killed will have a radioactive value of -10;
Sarcon- found in X-16, lies on the upper level of the installation, but the burers can throw it somewhere, reduces protection from electricity -15 and slightly removes radiation +10.


Each of the amulets has some protective and weakening properties. When the sixth amulet is found, a reaction occurs and one amulet is formed, which absorbs the positive properties of the found amulets and enhances them, but has no negative properties.
Amulet and its amazing properties:
Amulet

Stamina +182
Burn +20
Impact +40
Electroshock +20
Gap +20
Radiation +20
Telepathy +30
Chemical burn +20
Explosion +20
Bullet resistance +20

Recipes for art modifications in Secret Paths 2

In Secret Paths you can change the properties of some artifacts. To do this, you need to find a transmutation recipe, have the necessary art and find the corresponding anomaly described in the recipe. Artifacts have different properties - positive ones are displayed in green, negative ones - in red. When hanging art on a belt, it is advisable to strive to ensure that the total sum of the various properties of all hung art is in a positive direction, especially for art that induces radiation and removes it.
There are several chains for converting artifacts - from simple to absolute.
Absolutes, as a rule, have mostly only positive properties, maybe one negative one that can be compensated for by other arts.
Recipes are found in different ways - some in secrets, others as rewards during tasks. To get the absolute you need to have complete
a chain of recipes, so try not to miss finding them and do not neglect completing tasks.
The first recipe that can be obtained is from Sakharov on the first visit to Yantar for the cyclic quests to find/bring, bring a snork’s foot and the recipe for “Tears of Electra” will be displayed in the PDA in the “Help” - “Recipes” section - a very useful modification for getting started. If you missed it, don’t worry, you can get it later on your next visit to Sakharov. This recipe begins the chain of art modifications up to Tears of the Chimera.
Recipes for art conversions to "Tears of the Chimera"

Artifact "Drop" - properties -10 radiation and -18 endurance - removes a little radiation but increases fatigue.
Recipe for "Tears of Electra":
We throw a “Drop” into the “Electra” anomaly - we get “Tears of Electra” with the properties of -10 radiation and +18 endurance - it also removes radiation and increases endurance.
Recipe for "Tears of Fire":
We throw “Tears of Electra” into the “Frying” anomaly and get “Tears of Fire” with the properties of -20 radiation.
Recipe for "Tears of the Chimera":
We throw “Tears of Fire” into the “Jellied” anomaly and get “Tears of the Chimera” with protective properties of -30 radiation, +40 protection from telepathy and +5 bullet resistance, and also worsens health -150 and increases bleeding +153.
Recipes for “Tears of Fire” and “Tears of Chimera” are also given by Sakharov after completing the task of eliminating Associate Professor Dorodin, as well as the transition from Agroprom to Yantar and back.


Getting into the Sarcophagus, you can find a recipe that is not needed at first, but will come in handy later, and if you don’t take it, the chain of art transformations will be interrupted and it will become impossible to obtain a very interesting and useful absolute - the recipe for the “Diamond Kolobok” - is in the backpack lying in the room with the Monolith, it is possible to find it, but many simply do not explore this room. Also, when completing Charon's task to destroy the "infidels", if you manage to save one of the "infidels", he will give a recipe from the same chain - a recipe for the "Steel Gingerbread Man", which can already be used.
"Kolobok" transformation chain

Artifact "Kolobok" - has the following protective properties: +5 burst, +5 explosion, +5 bullet resistance, among other things, it is quite strongly phonic +15 radiation.
Recipe for "Steel Kolobok":
We throw the "Kolobok" into the "Springboard" anomaly - we get a "Steel Kolobok" with the following protective properties: +5 gap, +5 bullet resistance and induces +7 radiation. Recipe from a saved "infidel".
Recipe for "Titanium Kolobok":
We throw the "Steel Kolobok" into the "Carousel" anomaly - we get a "Titanium Kolobok" with the following protective properties: +20 burn, +7 rupture, +20 chemical burn, +7 bullet resistance, radioactive +15. We get the recipe from Sviblov after we bring him the documents and the system unit from the X-10.
Recipe for "Diamond Kolobok":
We throw the "Titanium Kolobok" into the "Jellied" anomaly - we get a "Diamond Kolobok" with the following protective properties: +20 burn, +8 rupture, +15 chemical burn, +8 bullet resistance, radioactive +10. The recipe is in the backpack in the Sarcophagus.
Recipe for "Giant's Little Brother":
We throw the “Diamond Kolobok” into the “Frying” anomaly - we get the “Little Brother of the Giant” with the following protective properties -15 radiation, +20 burn,
+12 gap, +5 explosion, +10 bullet resistance. The side effect is an increased need for food +20000. The recipe will be available after completing the quest for Noodles, either he will give it, or the one who ordered it.


Many are carried away by the massacre of Charon's guards in the Sarcophagus, coveting their trunk, but one of the guards has the first recipe for another very interesting and useful chain of art modifications. Approach the guards and ask what they need, but do not take the task, then you collect what is required, come up, take the task and turn it in right away. One of the guards wants to eat and asks him to bring him 5 cans of canned food. Where to get? You can buy one at a time from Solomon. You can buy three at once from the Paramedic. Get 4 jars from Mahon for the “Golden Fish” artifact. There are options, they can drop from the dead. For 5 cans of canned food we will get the recipe for “Porcupine” - it removes radiation very well.
"Porcupine" recipe chain

The Sea Urchin artifact has the following protective properties -25 radiation, +5 burn, +5 explosion, +3 bullet resistance, and also increases bleeding by +200.
Recipe for getting "Porcupine":
We throw the "Sea Urchin" into the "Frying" anomaly - we get the "Porcupine" - it removes radiation perfectly -65, reduces endurance -18. Recipe from one of Charon's guards.
Recipe for "Electric Porcupine":
We throw the "Porcupine" into the "Electra" anomaly, we get the "Electric Porcupine" - radiation output -63, increases endurance +91, shock protection +5, reduces protection from electricity -10. The recipe is given by the Informant for a folder from the base to the AC along with the transition to the Bar.
Recipe for "Snotty Porcupine":
We throw the "Electric Porcupine" into the "Jellied" anomaly, we get a "Snotty Porcupine" with the following properties - radiation output -55, endurance +82, reduces bleeding well -444, reduces protection from electricity -7. The recipe is in a well-hidden backpack in X-10.
Recipe for "Stone Porcupine":
We throw "Snotty Porcupine" into the "Springboard" anomaly, we get "Stone Porcupine" with the following properties - radiation output -50, endurance +77, bleeding reduction -389, protection from electricity +20, protection from explosion +7. The recipe is given by the Fan for two "Golden Chunks"


After we help the Wolf recapture the village from the bandits on Cordon, the Wolf gives a whole chain of recipes for modifying the “Soul” artifact. The last modification in this chain is very interesting and extremely useful.
Chain of recipes for the artifact "Soul"

“Soul” - has very good indicators of increasing health +1000, reducing bleeding -267 and endurance +36, but the presence of negative properties greatly limit the use of this artifact - gap -20, explosion -20 and a decrease in bullet resistance -20.
All further modifications are made in the “Frying” anomaly except the last one.
The resulting modifications have the following characteristics:
"Drop of Soul"- health +600, radiation -10, stamina reduction -16.
"Fiery soul"- health +800, radiation -20, bleeding reduction -17, explosion +5, endurance reduction -16.
"Crystal Soul"- health +1000, radiation -30, bleeding reduction -33, explosion +10, endurance reduction -9.
And the last art modification of this chain:
"Crystal Soul of Bengal"- brewed in the Electra anomaly - has truly wonderful properties:
Health +1500, radiation output - 30, bleeding reduction - 167, endurance +15, protection from electricity +20, explosion +10.


After giving Solomon’s parcel to the Bartender, we receive via SMS the first recipe in the chain of “Films” art modifications.
Recipe chain for the "Film" artifact

“Film” has the following properties - increased bleeding +157, protection against burns +15, against chemical burns +15, good protection against ruptures +50.
Recipe for obtaining "Skin":
We throw the "Film" into the "Springboard" anomaly - we get a "Skin" with the following properties - chemical burn +30, bullet resistance +7, slightly radioactive +3. We receive the recipe after we take Solomon's parcel to the Bartender.
Recipe for obtaining "Scales":
We throw the "Skin" into the "Carousel" anomaly - we get "Scales" with the following properties - health +150, chemical burn +35, bullet resistance +7, increases bleeding +111 and radioactive +5. We receive the recipe from Sokhaty for his help in freeing our friends from a bandit prison.
Recipe for obtaining "Shell":
We throw "Scales" into the "Jellied" anomaly - we get "Shell" with the following properties - health +50, reduction of bleeding -144, protection against chemical burns +40, bullet resistance +10, slightly radioactive +2. We get the recipe from Petrenko for a modified grenade launcher.
Recipe for obtaining "Controller's Scalp":
We throw the "Shell" into the "Frying" anomaly and get the "Controller's Scalp" with the following properties - health +100, protection from telepathy +50, protection from chemical burns +30, bullet resistance +10, increases the need for food +2200. The recipe is given by Kruglov after we take the case with the documents to Voronin and come to him for a pistol with sleeping pills for the crazy professor.


There is one interesting recipe that is not included in the chain of art modifications - a recipe for "Symbion". This artifact is obtained by cooking four pieces of art at once in the “Jellied” anomaly - “Jellyfish”, “Drops”, “Blood of the Stone” and “Thorns”. We throw the arts one by one into the “Jellied” - if all four arts are thrown out and the anomaly accepts them, there will be a white flash. This artifact has the following data - decreased endurance -18, increased bleeding +56, decreased resistance to tearing -15, positive protection from telepathy +50 and protection from radiation +10. It seems that the parameters are not so hot - but! This recipe can be found in the X-18 in a backpack on the first visit to the Dark Valley, when there are few art modifications and recipes, the art for cooking it is not rare and is often found, two such art on the belt and controllers are not afraid, plus +10 protection from radiation - this parameter does not affect the speed of radiation output, but is added to the protection of the suit, and helps well when completing Caesar’s mission on Yantar.
The following chain of recipes for modifying the “Mother’s Beads” art is very interesting from the point of view of bullet resistance protection.
Bus transformation recipes

“Mom’s Beads” - reduces hunger +100000, increases stamina +55, reduces bleeding -333, but also weakens shock protection -20.
Recipe for "Granny's Beads":
We throw “Mom’s Beads” into the “Electra” anomaly, we get “Grandmother’s Beads” with the following parameters - endurance +227, bullet resistance +5, reduces protection from electricity - 15, radioactive +5. We get the recipe from the Forester when we help him fight off the cats after leaving Pripyat through the Swamps.
Recipe for obtaining "Great-Grandmother's Beads":
We throw “Grandmother’s Beads” into the “Jellied” anomaly, we get “Great-Grandma’s Beads” with the following parameters - health +150, bleeding reduction -422, bullet resistance +3, radioactive +7. The recipe is given by the Paramedic after saving the Ghost in Pripyat from mercenaries.
Recipe for "Granny Burer's Beads":
We throw “Great-Grandmother’s Beads” into the “Carousel” anomaly, we get “Grandmother’s Beads of Burer” with the following parameters - health +200, radiation removal -10, bleeding reduction -500, explosion protection +10, bullet resistance +15, reduces endurance -18. The recipe is given by Varyag after completing the “circles of hell” in the dungeons of Agroprom.


Another chain of recipes can be found in the backpack in the X-16 laboratory, recipes for transforming the “Dummy” artifact. All recipes are brewed in the Elektra anomaly, except the last one.
Recipes for transformations "Dummy"

Recipe for "Fire Pacifier":
A “Dummy” with explosion protection parameter +20 is thrown into the “Electra” anomaly, resulting in a “Fire Dummy” with parameters stamina +33, burn protection +30, weakened protection against electricity -10.
Recipe for "Bright Pacifier":
The “Fiery Dummy” in the “Electra” anomaly is transformed into a “Bright Dummy” with the parameters stamina +66, burn protection +30, weakened protection from electricity -15.
Recipe for "Moon Pacifier":
Then the “Bright Dummy” in the “Electra” anomaly is transformed into the “Moon Dummy” with the parameters stamina +99, burn protection +30, weakening protection from electricity -20.
Recipe for "Pudding":
“Moon Dummy” is transformed into anomalies “Jellied” into “Pudding” with the following properties - endurance +18, burn +40, protection from electricity +40, protection from chemical burns +15.


A few more tips for cooking artifacts - for cooking, choose anomalies on flat, slightly inclined surfaces without nearby stones and other objects, stand close to the anomaly from the bottom side and throw the artifacts one at a time with an interval of two to three minutes, when you get used to it - you can throw a bunch at once. Welded artifacts pop out in the same direction from which they were thrown, and if thrown from the top side, they are more likely to fall under the textures, they also seem to be pushed when they pop out and can push each other under the textures. An interval of one minute at the end of the cooking time merges into one moment and the arts jump out at the same time. We guess when the art will be ready and arrive at the place, save, and wait. If the welded art successfully pops up, then we rewrite the save, and if it’s unsuccessful, then we reboot - this is of course a chore, but for some especially valuable art it’s useful, there’s more annoyance from the loss of art. When cooking, the percentage of degeneration and percentage of rejection should be taken into account. If it degenerates, a “Cobblestone” will pop up instead of an art modification - five pieces may be needed to upgrade a nanosuit. When rejected, uncooked art pops out. When you upload a group of art at once, these percentages are distributed to the group.

List of quest items
- five cans of canned food- Charon’s guard, Solomon has one each, Paramedic has three in one approach, Mahon has four for “Golden Fish”, they may end up in corpses during a search;
- another guard of Charon asks for five PDAs - gives a grenade launcher for the domestic "Koster" barrels, and Solomon's guard asks for five bottles of vodka, gives a TT pistol, these items are not particularly important, but finding five PDAs or five bottles of vodka is difficult at this stage of the game , so don’t take tasks if you don’t have the items you’re looking for in your inventory, if you find them, go up and take the task and turn it in right away, if you don’t find it, it wasn’t really necessary;
- two “Crystals” or two “Films” To the bartender for transferring Solomon's parcel to the mainland, one will be given to Caesar on Yantar after completing his task, another may be caught during the assault on the base on the AS, or near a dilapidated tunnel with psi and radiation zones, or from one of the military, it is advisable to search all the corpses . I start the search while still in the Monolith - in the Sarcophagus and in the Control Bunker there are a couple of boxes in which various artifacts can randomly fall out, from one I always knock out the “Crystal”, there is also a box in Pripyat behind a fence next to the future transition to the Swamps - this box I split the first race into snorkels because... the box usually does not survive until a later moment, the “Film” can be obtained through a cyclic quest from Sakharov - but this takes a long time and we will only get one “Film” at a time;
- two "Golden Chunks" To the fan for the recipe, one will be in the Bar in a building with a door propped up by boxes, we climb from the roof through a hole, the second one will be found in the Landfill when we look for part of the minigun circuit, they are found on DT and on Yantar, we just get there later in the game;
-5 bottles of vodka, 5 cans of canned food, 5 sausage sticks, 5 first aid kits- a parcel from the Informant to a group of diggers - needs to be handed over safely to Sviblov, when we approach the diggers they are all lying wounded, we don’t get carried away with treatment - we can overuse the first aid kits from the parcel, first we give the parcel, then if there are first aid kits left we can treat the wounded, they themselves they will heal each other;
- assault "Abakan"- the Prince asks for weed for the guard of the Svoboda gunsmith, he gets caught several times, the first time he is given out by General Voronin for helping to fight off a bandit attack on the first visit to the TD, a couple more times he can be randomly given out for clearing out mutants near X-18 and for nychka bandits, another one lies in the inspection hole of the garage at the DT, if, after all, there is not one left by the time the Prince asks for it, you can exchange it with Petrenko for two “Sea Urchins”, “Sea Urchins” can be randomly exchanged with Kruglov for " Heart of the Controller";
- a jar of Monpatier- the Monk will need it on the AS for the quest for Borov’s PDA, search the corpses, caches may fall out, you also come across jars of Monpassier on the corpses of military personnel, Yarofeev has one;
- scientific suit of mercenaries and Storm for Lefty, the suit and Thunderstorm must be in good condition and in a single copy, the scientific suit of mercenaries is first encountered in Pripyat, can be repaired by Mahon and taken with you, it can also fall (if you're lucky) from the mercenaries when liberating Lefty, the suit and weapon should be repaired at merchants and not used, the slightest wear and Lefty will not accept them, the mercenary science is also on sale at Borov;
- "Fiery soul"- Lefty will ask you to bring him for the gravity suit upgrade;
- "Mica", "Crystal", "Goldfish", "Soul", "Ruby Spring", "Flash"- Lefty will ask you to bring these six artifacts for the repair of the universal detector found in X-18 on the instructions of Fang;
- two "Fireballs"- Kruglova for marking a bag of grass, can be found at the DT in the tunnel with “Zharki”;
- "Crystal Soul of Bengal"- To the informant for identifying the location of Semetsky’s cache using an incomplete set of map fragments;
- two "Tears of the Chimera"- Informant for crossing Radar-TD;
- five “Cobblestones” or five “Crystal Souls of Bengal”- to upgrade a nanosuit from Semetsky’s cache, before the upgrade you need to have one set of art, another needs to be laid out, then we put on the suit and the suit assimilates the corresponding artifacts, there are two “Cobblestones” in the cache;
- 3 burer arms, 3 cat tails, 3 poltergeist eyes and a ruby ​​spring- The doctor in the finale will ask you to bring them, for them he will give passage from the Swamps to Pripyat.

Artifact "Controller's Heart"

The results of Kruglov’s quest to find the “Heart of the Controller” are interesting. The first artifact must be found in the Agroprom swamp; we hang the detector that Kruglov gives on our belt. We save before entering the psi zone, enter the psi zone - the message “An artifact was found!” pops up. - we look for it, maybe either on the surface of the lake or in the trailer itself, if we haven’t found it, we reboot, the main thing is that the save is made before entering the psi zone and before the message about its discovery, the artifact may spawn somewhere in the wrong place, It's easy to search at night - the artifact glows. We take the found artifact to Kruglov and refuse the reward, take the detector instead of the reward - now you can look for the “Hearts of the Controllers” in other psi-zones. When you find it, a monster will appear, most often a controller; there are bloodsucker and burer. You can also search for other art by first saving before entering the psi zone. Once found, the psi zone degenerates and the next time you enter the location it will no longer be there. For the “Heart of the Controller” Kruglov can give you an elite anomaly detector - he will now always have this dialogue, be careful - do not type more of these tasks if you have already received the detector. Also, the “Heart of the Controller” will be needed by the Lector at the DT, for which he will give a tip on where to look for the “Snake Eyes”, the artifact with which we will find the “Klondike Artifacts”, should be in the inventory when we go to the TD in search of the Klondike.
Psi zones on locations

Amber- entrance to the plant;
Wild Territory- north of the location on the railway tracks;
the middle of the location, next to the previous one - the psi zone is extended and begins near the house where you need to find the “Liquidator”;
Bar- to the left of the road to the transition to AC;
Army Warehouses- in the north, near the rocks between the farm where the Informant lives and the abandoned mercenary base;
in the south behind the farm where the Skull group lives in the original;
at the base itself in a destroyed railway tunnel, it usually pops up behind barbed wire, you can approach it by going around the border from the north near the crossing to Radar, or from the side of the crossing to AS, I pulled it up with a grav gun;
Radar- on the road after the turn with a military ambush before the turn to Pripyat;
in a dead end where the Prince will stand;
Dump- in the hollow between the transitions to the Bar and to the TD, there are wild boars with flesh hanging out;
south of the radioactive pile that is opposite the entrance to the depot from the main road;
Agroprom- in the northeast in the hollow between the transitions to the Landfill and Yantar;
in the south - south of the main gate to the western complex;
Dark Valley- in the northeast behind the gas station building where we find the Prince’s hard drive;
in the southeast where the “day bloodsucker” from the Original hangs out;
Cordon- north of the Bartender's bunker in an anomaly fenced off by thorns;
in the railway tunnel in the east where there is strong radiation.


Found artifacts can be brought to Kruglov and exchanged for other artifacts, he exchanges them randomly and gives out several pieces for one “Heart of the Controller”, to get the necessary art, we save in front of him and reboot until we receive the necessary art. You can get almost all the initial art in the chains of art transformations, as well as some others - for example, “Crystals” if you have not yet handed over Solomon’s parcel to the Bartender. You can also use the received art to get guns from Sakharov.

The "Monolith" merchant will become inaccessible after brainwashing by the Paramedic: 4 bottles of vodka - 3 packs 5.45 BP;
5 sticks of sausage - 3 packs 5.56;
4 bottles of vodka - 3 packs 5.56 AR;
"Stone Flower" - 3 packs 7.62x54R 7H1;
"Slug" - 3 packs of 9x39 PAB-9.
Weapon:
2 "Mica" - AK-47;
2 "Slices of Meat" - Saiga.
In addition to exchanging for art and food from Borov, you can get something from cyclic tasks:
Mutant parts:
eye of flesh - 300 rubles and 3 cans of canned food;
boar hoof - 500 rubles.
Artifacts:
"A Chunk of Meat" - 2100 rubles and 2 scientific first aid kits;
"Flash" - 7500 rubles;
"Crystal Thorn" - 1500 rubles and 2 scientific first aid kits;
"Night Star" - armored suit "Beryl"-5M and 3 F-1 grenades;
"Golden Fish" - LR300 assault rifle, "SUSAT" sight - L9A1, M-203 under-barrel grenade launcher, PBS silencer.


Petrenko - "Debt" merchant:

6 chimera claws - 3 packs 5.45 regular;
6 boar hooves - 3 packs of shot;
6 eyes of flesh - 2 first aid kits.
Weapon:
40 blind dog tails - MP-7a3;
30 pseudodog tails - SPAS-12 shotgun;
25 bloodsucker tentacles - submachine gun "Bison" chambered for 9x18 cartridge.
Through cyclic tasks you can get the following from the Bartender:
Mutant parts:
pseudo-dog tail - 200 rubles and 3 packs of shot;
bloodsucker tentacle - 300 rubles and 3 packs of shot.
Artifacts:
"Medusa" - 1500 rubles and a bottle of vodka;
"Stone Flower" - 3000 rubles and a bottle of vodka;
“A Chunk of Meat” - 2000 rubles and 3 army first aid kits;
"Night Star" - jumpsuit

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