Stalker secret paths 2 pda for the hog. Helping Mahon and interrogating the spy

Introduction

Secret Trails 2 is a new backstory for the original Shadows of Chernobyl. New story line, which is intertwined 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 stands before him is now quite specific and clear. Quests that were known from HC5 and TT have undergone a lot of changes. Supplemented and corrected, in order to correct the mass of errors and plot "gags", as well as to more fully reveal the main storyline.

Small tips for passing

Hang up the dosimeter from the 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 in the pocket until the robbery itself - leave the dosimeter on your belt, and the sleeping bag always remains in the inventory with the GG. Problems with grenades usually arise after robberies. The dosimeter should be alone in your inventory and hang on your belt. The amount of captured radiation can be viewed by pressing the TAB key (by default). If, nevertheless, the grenades have ceased to be handled, we begin to "shamanize", first we look - if the second (third, etc.) dosimeter is lying around in the inventory - you should sell and go to another location, throw out the grenades one by one and at once the earth and pick up, remove / lay out / hang the dosimeter on the belt, put the ENTIRE swag in the neck to the panties along with the dosimeter, take one dosimeter, hang it on the belt, take one grenade - it should be taken, after that we take the whole swag NOT AT ONCE but by the piece.

Save in key places, before moving to another location, before taking and surrendering, or after completing tasks, especially if you are not sure that you have chosen the right path, or you do not know whether there will be an exit from the location to which you are going to go. This will help you replay if something goes wrong. Carefully read the dialogues with the characters, many tips are contained in the dialogs - you can make screenshots of the dialogues by pressing the F12 key.

Search the corpses of slain enemies for quest items - amulets, parts of cards. The corpses disappear after the reboot and even more so after the re-entry to the location.

With the release of the Update, many items are not only hidden, but can also appear in different places near different players and at 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 great games. If you still killed the quest, it is better to replay, and not ask what to do, then you will find yourself in an impassable plug, you will have to replay a lot more.

Transitions between locations - they are Secret Trails, some have to be looked for, some are given for completing tasks, some are temporary, some are permanent, some are opened by special artifacts found - "guides". There will be a separate description for the transitions.

On the very passage - you will be robbed several times during the game, if you are not satisfied with this alignment, add up your property before the robbery, then take it away. The robbers take those things from the inventory that can be put into the stash, the rest remain with the GG and do not disappear during the robbery. The dosimeter is not taken away and must remain on the belt; problems with taking grenades arise precisely after robberies. Also, some Persians, who, according to the game, need to surrender their property for a while, then when they return, they do not give all their 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, you will see packs of money in the robbers' inventory - these are your money, and packs of money may fall out of some corpses (not all).

On the first transition to Pripyat, you will be robbed to the bone, so you can put especially valuable items either before going to MG at the Forester, or stock up on Mozart and make a cache in MG. Your money will also be lost. Before the transition itself, we carefully examine the sewer - we select Krol's diary from the floor, it will be needed later.

Do not prescribe everything to merchants yourself - they may go for a walk, then you will not find it. Also, when prescribing a large number of items, these items are "ejected" from the merchants' inventory, which leads to the game freezing and even to a dead hang. It is better to register if you know what you are doing and only quest items when they are lost. If you don't know - don't try, it's better to ask in the subject - 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, write 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 back if the edit is unsuccessful, you should also return the original files after you have received the items you are looking for and the need for them has disappeared. In case of unsuccessful edits and rollbacks of the edited files to their original state, load the saves made before making the edits, otherwise glitches cannot be avoided.

Watch the level of captured radiation - more details about the levels are written in the description of the mod. Hang art on your belt in accordance with their properties and make sure that radioactive art is compensated for by art that removes radiation, it is also desirable to compensate for the harmful properties of some art with the useful properties of others, cook art - modifiers usually have more pronounced positive properties, and negative ones decrease.

Quest character tips (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 may give you something in your life. Murder is not an end in itself for the Stalker at all.

When we go on an assignment in search Vasilieva it is advisable to kill the controller before meeting with Vasiliev. Vasiliev can be blunt in the cave - we go down into the cave and push him in the ass, must come out, if you run out in front of him, then he can stay there. You can save until you descend into the cave and talk to him - the next save - after he leaves the cave, it is better not to save in the cave. We help at Yantar Vasiliev fight off zombies, how the task will work, go up to him and talk, escort him to the camp and talk to Denom, and only after talking with Denom go to the bunker to Sakharov.

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

Don't refuse to help To the clerk in the shooting of the military at the Chernobyl-1, he will then give a tip to the case with medicines for Solomon... He also has to shoot a spy. If he died at the hands of the military - replay. If he cannot shoot a spy, then he dropped his barrel, sell him a loaded barrel, or throw it next to him, pick up and do his dirty work, otherwise you will have to dirty your hands with the murder of a neutral stalker.

When rescued Ghost from mercenaries on assignment Paramedic it is necessary to protect him from injury (and of course from death), because during treatment Shooter consisting of the Monolith, Ghost will also become a monolith and become an enemy after brainwashing Paramedic... The ghost he sends to kill Charon, a quest character, so we are in no hurry to finish him off, but we respond to the message Paramedic come up to him.

Another quest character - Fang, also needs protection when leading to show the transition from Pripyat to Swamps. Later Fang will appear at the AU, where he will have to be rescued from the mercenaries again. At the speaker Fang will appear after completing all tasks Count and we will also find documents in the X-16 - a laptop.

Some characters change their places of deployment, and if you need to find someone in one place, and you delayed his search, he may be in a different 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 do not delay the search for PDA for Borova and a hike to Pripyat, for a copy of the PDA to To the ghost we must go before the assault on the Bar, Ghost will send to Magician, and the one to To the paramedic. Paramedic in the grocery store will not give a murder task Magician, will move to the grocery store after the assault on the Bar by the "Dolg".

Magician stands behind the fence near the transition to the Swamps, you can approach it by using the teleport in the garages, we carefully read the dialogue with A ghost... Way back from Magician is located near the same garages on the outside - the teleport will return the GG to the playable area of ​​the location.

When you first enter the Bar, find a stalker Sokhatogo and talk to him, then with Prince and again with Sokhatym- several branches on the plot begin precisely with a conversation with him - work on Prince searching for a cache Semetsky and then search for PDA Borova... We immediately take from Prince the task to deal with the stalker Zheka- from it the search for the cache will begin Semetsky... Don't forget to talk to Borovoy- he will say that Count, the local chief of security with the lads, there is work for the GG. First task Count can be performed immediately on the same location - it won't take much time. You can also go straight to the mechanic Potapov in the Bar and take on a mission to find a minigun scheme - a killer thing when dealing with crowds of evil spirits. To start searching for PDA Borova it is necessary to complete all the tasks of the "Debt" in the TD, get the TD-Cordon transition, when we return to the Bar, we hand over the hard drive To the prince and come to Borov- ask him about work - not to be confused with cyclic quests.

Many dies before completing the task a stalker named Noodles... I advise when we go towards the Garbage from the Bar for the first time, the last thing to go to the extreme bandit in the Bar in the bar itself and take an order from him for Noodles, save after this and run to the Garbage, if a message about death came Noodles- can be replayed. This character loves to die in anomalies, get caught by boars on the fangs and climb under the bullets of bandits, kill him and not necessarily - just talk to him. Further, he is not needed - most likely he will die. Will give a tip to Antiquary, you will need to ask about him Borova.

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

Lefty, whom he asks to find and persuade to join Freedom Lukasz, asks to bring him a weapon and a suit - they must be completely serviceable and be in the inventory in a single copy. After you brought him everything he requires and gave him, do not go right behind him, try to be out of the a-life zone with him, so he will get to the AU without problems, but it is better to be in other locations altogether, he needs some time to go on the speaker. In sight, even if you do not see him, he may die. If you go after giving him the equipment immediately to the Garbage, you can see him wandering around the Garbage, then he can be killed and mercenaries that meet when we carry rifles from Besa 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 fall into an anomaly. After talking with Left-handed going down to Varyag in the dungeon while running in circles Lefty already calmly gets to the AU. For safety reasons, you can hang a tag on Lefty and watch him move - you can also be careful not to get too close to him.

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

Petrenko will appear in the TD after successfully defending the "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(that is, they brought him what he asks for) and he went to the AC to "Svobodovtsy", and also if they talked to Bartender and then with Varyag about major Yarofeeva, in the Bar will appear Pathfinder, I recommend to go on an assignment before the first trip to the diesel fuel Pathfinder to meet with Incognita, after this meeting at Pathfinder there will be a task for diesel fuel - you can complete it along the way.

Miser from Screw immediately take their positions after we take the task to storm the Barrier.
The Svoboda security guard at the gun-maker appears a little later.

Quest character tips (2)

Miser in one of the quests asks to bring bread and says that you need to talk to Sidorovich at the location of the peacekeepers - he knows where Baker find, you need to have time to talk to Sidorovich while he is at this location, then he moves to Cordon to "his" well-known place, where he leads to Baker will not give.
After we bring the flour Baker and take the task for the toolbox in the back room from Baker his assistant will appear - Vano, he will also have one task for GG - to bring a box with mines, I advise you to save as there will be a "warm" meeting with the Marauders, the leader of the Marauders Razuvaeva there will then be a fragment of a map with a cache Semetsky, you can complete the task of the Marauders in different ways - the further passage of the story may depend on your passage.

Sviblov with a group of diggers is on the Radar and the first approach to it must be done on assignment Informant to the aid of the diggers. Informant gives a parcel to be handed over to him, it contains food, first aid kits, vodka - in general, everything that Informant gave you need to bring it intact and give it back Sviblov, make sure not to overspend first-aid kits and not use up from the parcel, the task will hang. Some come to Radar from Amber for the first time and find Sviblova dead - in theory Sviblov it seems like he needs help, so you need to approach him by taking an assignment from Informant, it is not necessary to enter from the AU, but the parcel should be delivered. Do not leave monsters and enemy NPCs near the group parking Sviblova... Also complete all tasks Sviblova in the first approach to him - on a super-bloodsucker, on a traitor and go down to the X-10 for documents and a system man. Be the first to take the system unit on the upper level, it is often thrown by the burers, it is located in the room in front of the room with a gap through which the exit from the X-10 is visible. After you find everything in the X-10, try to clear out all the enemies, so that later there will be less problems in subsequent visits.

When will you get from Count a tip about what Sviblov can give a transition to MG, then get ready immediately on it and go. Grab a walkie-talkie for Zakhara, give it back along the way. Transfer from Sviblova in MG temporary and then disappears. If you received a tip from Count but not yet ready to go to MG and to Sviblov there is still work to do, just don't start a conversation with him about the transition. Do not forget on this trip to MG to find a character on the outskirts of MG who will clarify the situation with Mohammed... The trip to MG should be done before the assault on the Bar by the "Debt".

Mahomet will find you by itself - you just need to finish the dialogue with Sidorovich on the Cordon when he will move into his rightful place. Semetsky in the Sarcophagus will appear after talking with Mohammed.

If you took some task and completed it, do not delay its delivery. After the storming of the Bar with the "Debt", some characters from the Bar shed - so try to complete and turn in all the tasks to the questmen in the Bar before the storm. After storming the Bar with Debt, you will not find Borova, 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 Borova.

Secret Paths Crossings 2 (1)

In Secret Trails 2, there are a lot of transitions between locations (they are the same secret paths) should be opened during the game. Some need to be obtained for certain tasks, some are found on tips, some open special arts - "Guides", they should be found and taken to the Pathfinder - a stalker in the Bar, a specialist in Secret Trails. Some transitions become permanent, others will disappear after a certain time.

Immediately there are only transitions at 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 call to Pripyat

    At the beginning of the game, before the first call to Pripyat, all transitions are temporary and are given at one time - go to another location, and the transition from new location you need to get / earn. After receiving the transition, a message pops up " New way! ", in the PDA you can see on the map where it is. The main difficulty is the transition from Amber to the Forest, you need to find it yourself. Sakharov gives a pretty clear tip 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 wake up after the ejection when we go to take measurements with Kruglov. We need to walk around the northern part of the bus - where the cabin is, at a certain point a transition will open. Another transition can cause difficulties - from MG to the Forest on the instructions of the Forester to bring a box with provisions, after talking with Leila she says that it is necessary to approach the Guide, that he brought the GG to the skete, do not forget about this and approach him - he will take the GG to the already familiar place and the transition from the MG to the Forest will again open for one pass. The transition to Pripyat is given by Grieg, we read carefully dialogue with him and we are saved immediately after it, the transition is one-time and if we managed to dive into the sewer, then there will be no way back - you can get out through the hatch, but we will not go back into the sewer. In the sewers, do not forget to look under our feet - we select the diary of the stalker Krol, then it will be needed, it does not disappear from the inventory.

After moving to Pripyat we fall into the clutches of the "Monolith", the memory of the GG completely knocks off and he begins to serve the "Monolith" with faith and truth. Further transitions are given by the leader of the "Monolith" Charon, sending the GG to carry out various tasks.
  • Transitions ChNPP-Sarcophagus-Management Bunker-Pripyat

    The transition to the ChNPP-2 (this is the northern part of the ChNPP, the southern part will be called ChNPP-1) is issued together with the task of Charon to destroy the "infidels". The passage 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 go up the reactor, we see a stone and a teleport, we 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 to the left until it stops, then we turn left again and find ourselves at the transition.
    The return passage to the Sarcophagus will be located in the central part of the Chernobyl-2 nuclear power plant near Solomon.
    Charon's next task is to clear the Monolith's control bunker, you need to get into it from the Chernobyl-2 where in the original PM we leave the Bunker at the end - in the western side of the Chernobyl-2, the transition is indicated on the map. This transition will disappear at the end of the game.
    After that, Charon will send to Pripyat for medicines to the Feldsher. The passage to Pripyat is at the Chernobyl-1, in order to get to the Chernobyl-1 we go down to the basements where the burers were shot on the first assignment. At the end of the corridor, in a mine with a broken spiral staircase, there will be a transition, in this place, in the Original, we get into the Sarcophagus from the Chernobyl NPP-1. From ChNPP-1 it is not difficult to find the passage to Pripyat. Who passed the Original PM 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 Monolit to gain a foothold in new positions and continue training with Mervin. After Charon's next assignment, the Paramedic will intercept the GG and "wash" his brains, 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 to get out of the Swamps, he will send the Wanderers to the checkpoint, from them we will get a transition to the Forest, in the Forest the Hunters will help to find the passage - to the Army Warehouses (AS). This path is temporary.

Further in the course of the game, we have to open or get transitions between the main locations, well known from the Original PM and other mods, most of these transitions will be permanent. Temporary transitions will be mentioned separately.

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

  • Transitions from the AU

    The transition to the Bar will issue the Informant for a special folder that must be brought from the AS Base, where the "Svoboda" settles down, the Pathfinder will talk about the transition after a tip from Lukash - so you will have to bring the "Svoboda" to the AS Base.
    We also get the transition to the Radar from the Informant along with the task to help the diggers led by Sviblov. Here you should take into account such a moment - the first approach to Sviblov should be exactly on the instructions of the Informant, and the parcel should be delivered safe and sound. You can not immediately take the task to help the diggers, but combine the trip to the Radar with other tasks at this location, the main thing is not to get carried away far with the passage through other branches of the plot, and not to find yourself in a situation when you need to go to Sviblov on another task and on another transition without taking assignments for help from the Informant, you can find the already dead Sviblov or lose him further for "incomprehensible" reasons.

In the course of the game, we will get another permanent transition - the Dark Valley (TD) -Cordon, we will receive from General Voronin after completing the task to find bandits. Closer to the final, Voronin will open another permanent passage - the Dark Valley-Peacekeeping Corps (MK).

In the passage we run into the need to get to Amber. The first call to Yantar must be made through the Wild Territory (DT - aka the "Rostok" plant adjacent to Bar).

  • Hike to Amber

    To open the transition from Bar to DT, you need to complete the following tasks:
    - complete the first two tasks of the Earl - one at the Bar location, does not require any transitions, the second - to help the Prince on the Radar, it will require the AC-Radar transition, we get from the Informant, it is convenient to combine with the help of Sviblov's diggers;
    - go to the peacekeepers at the location "Dressing Room" 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 take him three flash drives, we find flash drives on the territory of the Bar behind the fence, you can go the same way that you went on the first task of the Count, as soon as we find the message "New way!" and the transition will be available.
    You can also talk and take tasks for the DT from the Pathfinder - it will be in the Bar, it is advisable to go to a meeting with Incognito at the Agroprom before that - the meeting is possible if you use a temporary transition from the Agroprom to the underground, is on the street in a destroyed descent into the underground, the transition will then disappear.
    On the DT, you can complete tasks from the Pathfinder and go to the Railwaymen, they will also throw several tasks performed at the same location.
    To go to Amber, you need to find another Secret Path - after the tunnel with the "Fries" we will explore the area to the right of the road, near one of the bushes we will find the Secret Path - now we will have permanent transitions Bar-DT-Yantar.

At Yantar we meet with scientists, professor Sakharov gives out transitions from Yantar to other locations for completing assignments.
  • Transitions from Amber

    On diesel fuel - we get as soon as we find the transition from diesel fuel to Amber;
    On the Radar and back - after placing tags on mutants;
    To Agroprom and back - after a showdown with Associate Professor Dorodin at the TD.
    The transitions from Amber and back are constant.

Secret Paths Crossings 2 (2)

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

  • Transition Radar-Pripyat

    It begins, oddly enough, with the stalker Prong, who asks to help rescue friends from the bandit prison. Without a conversation with Sokhatym, the Prince will be silent, there will be no conversation about the Winchester, about the debtor Zhek that will give the first fragment and the task to collect all the fragments of the map with Semetsky's cache. After we bring the Winchester to the Prince, we approach Borov and take the task to search for the missing Courier and PDA with him. After the failure with the search for PDA, the message "Talk to Borov" pops up in the TD, we talk - and he says that the Svoboda people have reconnoitred the road to Pripyat, we talk to Lukash and we undertake to bring a certain radioactive container from Radar, in exchange for it Lukash will give the Radar-Pripyat crossing. The transition is permanent. The search for a container can also be combined with the help of Diggers and 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 sacks of flour at the AU, gives a tip where you can find the MK-Bar transition, we are looking around the swamp in the south of the MK behind the factory with zombies, we examine the boulders near the swamp.
    The informant for a couple of "Tears of the Chimera" artifacts will issue a Radar-TD transition. The Radar starts at the dead end where the Prince is.

Also, the game has the ability to get a few more additional, optional for passing the transitions between locations, 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 talk about "Guides" after meeting with Incognito at Agroprom.
  • Transitions obtained with the "Explorer" arts

    From Kordon to Agroprom - located on Kordon near the western end of the railway tracks:
    From Agroprom to Kordon - located in the south of the location near the gates in barbed wire, there are many anomalies and wild boars nearby;
    From diesel fuel to nuclear power plant - located behind the fence at the north-western end of the railway tracks, there are many anomalies, dogs and pseudo-dogs nearby;
    From AU to Yantar - located in a hollow near a fallen helicopter, can be picked up by Svoboda members from the Barrier. There is one important note on this passage - do not use it until you have opened the regular passage to Yantar through the diesel fuel, there will be no way back. Also, I do not advise using it without special protection against radiation - we cook arts, we are looking for a good suit, when descending on Yantar we go through the radiation barrier and you can grab a lot - up to death ( in the Update, this "guide" opens a path from the AU to the TD - thus, it will not work 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 tasks of the Count, he gives a tip to the fact that Chistonebians seem to have a transition to MG, and that they have lost a person, you need to volunteer to help find this person and get a transition to MG for this. We approach Sviblov on the Radar (I hope they helped him by this moment, brought the package and completed his tasks), he tells how to get to the MG, first you need to find the teleport that will throw the MG over the thorn, then go to the very transition. We take with us a walkie-talkie for Zakhar - we will give it along the way. You shouldn't delay your trip to MG - the transition will disappear. In MG we talk with Leila - temporarily opens the path to the Forest, and also do not forget about meeting with Mohammed or a person who can give him a tip. 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 direct the GG to the place where the loss may be, we save the loss - it turns out to be Leila's sister Karina, she takes her to the place where the kidnappers caught her with the 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 Marshes. This path to the Swamps, starting from Radar, is temporary.

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

    The Doctor gives a USB flash drive for the Pathfinder as well as a guide dog, which will show us the path from the Swamps to MG and further to the AU.
    The trail that begins at the Swamps and up to the AU through MG is constant on a tip from a guide dog. Take care of your dog on the way from the Doctor to the start of the trail. Next, we refer the flash drive to the Pathfinder in Bar and he tells where to find the "Superconductor" - he will open the return path from the AC to the Swamps through the MG. "Superconductor" must be looked for in the dark from one to two in the morning at the AU at the edges of the location. Art glows and is clearly visible, located in a place where no one walks or picks up. Before starting the search, I recommend that you save, if you did not have time to find it, then just reboot and run through other places. The trail starts from the AC in MG, where we carefully look at the map and look for a transition to the Swamps. The trail is constant.

After the storming of the Bar with Duty, the Hogs, 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 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. At the Swamps, the Doctor will ask you to bring him something, after which he will give a transition from the Swamps to Pripyat and further to the denouement of the plot at the Chernobyl nuclear power plant.

In the final at the Chernobyl nuclear power plant, we will meet with the legend of the Zone, the 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 to the Bunker through the Sarcophagus, we go to the Sarcophagus and get from there into the Bunker. The passage in the Sarcophagus to the Bunker will be in the same place where in the Original we get to the Bunker - a coded door. Next is the final. The choice of the ending is up to you.

Recipes for art modifications

In Secret Trails, you can change the properties of some artifacts. To do this, you need to find a recipe for transmutations, have the desired 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 positive side, especially when it comes to the art that induces radiation, and removes it.
There are several chains of artifact transformation - from simple to absolute.
Absolutes, as a rule, have basically only positive properties, maybe one negative which can be compensated for by other arts.
Recipes are found in different ways - some are in stockings, others in the course of completing tasks as a reward. To get the absolute you need to have full
chain of recipes, so try not to miss finding them and not neglect completing tasks.
The first recipe that can be obtained is from Sakharov on the first visit to Amber for cyclical quests to find / bring, bring a foot of snork and the recipe for "Tears of Electra" will be displayed in the PDA in the "Help" - "Recipes" section - a very useful modifier to start with. If you missed it, it's not scary, you can get it after the next visit to Sakharov. This recipe starts the artillery chain up to Tears of the Chimera.

List of mod recipes (1)

  • Recipes for art transformations before "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":
    Throwing 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.

    Tears of Fire recipe:
    Throw the "Tears of Electra" into the "Fry" anomaly and obtain "Tears of Fire" with the properties of -20 radiation.

    Recipe for Tears of the Chimera:
    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 assignment to eliminate associate professor Dorodin, as well as the transition from Agroprom to Yantar and vice versa.

Getting into the Sarcophagus, you can find a recipe that is not needed at first, but then it will come in handy, and if you do not 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 Gingerbread Man" - is in a backpack lying in the room with the Monolith, it is possible to find, but many simply do not study this room. Also, when performing 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, quite strong fonit +15 radiation.

    Steel Gingerbread Man Recipe:
    We throw the "Kolobok" into the "Tramplin" anomaly - we get the "Steel Kolobok" with the following protective properties +5 gap, +5 bullet resistance and induces radiation +7. Recipe from the saved "unfaithful".

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

    Diamond Kolobok recipe:
    We throw the "Titanium Gingerbread Man" into the "Aspic" anomaly - we get the "Diamond Gingerbread Man" with the following protective properties: +20 burn, +8 gap, +15 chemical burn, +8 bullet resistance, +10 radioactive. Recipe in a backpack in the Sarcophagus.

    Giant's Little Brother Recipe:
    Throwing the "Diamond Gingerbread Man" into the "Fry" anomaly - we get the "Giant's Younger Brother" with the following protective properties -15 radiation, +20 burn, +12 gap, +5 explosion, +10 bullet resistance. Side effect is an increase in the need for food +20,000. The recipe will be available after completing the Noodles quest, either he will give it, or the one who ordered it.

Many are addicted to the massacre of Charon's guards in the sarcophagus ( in Update it will not go unpunished ), load on their barrel, and one of the guards has the first recipe for another very interesting and useful chain of artillery modifications. Approach the guards and ask what they need, but do not take the task to bring, then, as required, you will collect it, come up, take the task and then turn it over. One of the guards wants to eat and he asks to bring him 5 cans of stew. Where to get? One can be bought from Solomon. Three can be bought at once from the Paramedic. Get 4 cans from Mahon for the "Goldfish" artifact. There are options, they can drop from the slain. For 5 cans of stew we get the recipe for "Porcupine" - it removes radiation very well.
  • Porcupine recipe chain

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

    The recipe for "Porcupine":
    We throw the "Sea Urchin" into the "Fry" anomaly - we get "Porcupine" - it perfectly removes radiation -65, reduces stamina -18. A recipe from one of Charon's guards.

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

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

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

After helping the Wolf to recapture the village from the bandits on the Cordon, the Wolf gives a whole chain of recipes for modifying the "Soul" artifact. The last modifier in this chain is very interesting and extremely useful.
  • Soul Artifact Recipe Chain

    "Soul"- has very good indicators of increasing health +1000, reducing bleeding -267 and stamina +36, but the presence of negative properties severely limits the use of this artifact - gap -20, explosion -20 and decrease in bullet resistance -20.
    All further modifications are made to the "Fry" anomaly except the last one.
    The resulting mods have the following characteristics:

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

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

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

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

After sending the parcel of Solomon to the Bartender, we receive the first recipe in the chain of "Films" artillery modifications via SMS.
  • Film Artifact Recipe Chain

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

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

    The recipe for the "Scale":
    We throw the "Skin" into the "Carousel" anomaly - we get the "Scale" with the following properties - health +150, chemical burn +35, bullet resistance +7, increases bleeding +111 and radioactive +5. We get the recipe from Prong for helping free friends from the bandit prison.

    The recipe for the "Carapace":
    We throw the "Scale" into the "Asp" anomaly - we get the "Shell" with the following properties - health +50, reduced bleeding -144, protection from chemical burns +40, bullet resistance +10, slightly radioactive +2. we get the recipe from Petrenko for a modified grenade launcher.

    Recipe for "Controller's Scalp":
    We throw the "Shell" into the "Frying" anomaly and get the "Controller's Scalp" with the following properties - health +100, protection against telepathy +50, protection against 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 mod recipes (2)

There is one interesting recipe not included in the chain of art modifications - the recipe for "Symbion". This artifact is obtained by cooking in the "Jellied" anomaly of four arts at once - "Medusa", "Drops", "Blood of the Stone" and "Thorns". We throw out the arts in "Jellied" one by one - if all four arts are thrown out and the anomaly has accepted them, then there will be a white flash. This artifact has the following data - decrease in stamina -18, increase in bleeding +56, decrease in resistance to break -15, from positive protection from telepathy +50 and protection from radiation +10. It seems not so hot what parameters - but! This recipe can be found in X-18 in a backpack on the first entry into the Dark Valley, when there are few artifacts and recipes, the arts for cooking it are not rare and often found, two such arts are on the belt and the controllers are not scary, plus +10 protection from radiation - this parameter does not affect the rate of radiation output, but is added to the protection of the suit, it helps well when completing Caesar's task on Yantar.

Very interesting from the point of view of protection in terms of bullet resistance is the following chain of recipes for modifying the art of "Mom's Beads".

  • Beads transformation recipes

    "Mom's Beads"- reduces the feeling of hunger +100000, increase stamina +55, reduce bleeding -333, but also weaken protection against impact -20.

    Recipe for "Babkin Beads":
    Throw the "Mother's Beads" into the "Electra" anomaly, obtain "Babkin'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.

    The recipe for "Great-grandmother's beads":
    We throw the "Babka's Beads" into the "Aspic" anomaly, we get the "Great-grandmother's beads" with the following parameters - health +150, reduced bleeding -422, bullet resistance +3, radioactive +7. The recipe is given by the Paramedic after rescuing the Ghost in Pripyat from mercenaries.

    The recipe for the "Babka Burer's Beads"
    :
    We throw the "Great-grandmother's beads" into the "Carousel" anomaly, get the "Burer's Granny Beads" with the following parameters - health +200, radiation removal -10, bleeding reduction -500, explosion protection +10, bullet resistance +15, decreases endurance -18. The recipe is given by the Varyag after passing the "circles of hell" in the Agroprom dungeons.

Another chain of recipes can be found in the backpack in the X-16 laboratory, recipes for transformations of the Dummy artifact. All recipes are brewed in the Electra anomaly, except for the last one.
  • Pacifiers transformation recipes

    Fire Pacifier Recipe:
    A "dummy" with an explosion protection parameter of +20 is thrown into the "Electra" anomaly, resulting in a "Fire Pacifier" with stamina parameters +33, protection from burns +30, weakening protection from electricity -10.

    Recipe for "Bright Dummy":
    The "Fire Hollow" in the "Electra" anomaly is transformed into "Bright Soother" with stamina +66, protection from burns +30, weakening of protection from electricity -15.

    Moon Dummy Recipe:
    Then the "Bright Dummy" in the "Electra" anomaly is transformed into a "Lunar Dummy" with stamina +99, protection from burns +30, weakening of protection from electricity -20.

    Recipe for "Pudding":
    "Lunar Dummy" transforms into "Jelly" anomalies 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, select anomalies on flat, slightly inclined surfaces without nearby stones and other objects, stand close to the anomaly from the bottom side and throw the arts one by one at intervals of two to three minutes, when you get used to it, you can and to throw a bunch at once. Welded artifacts pop out in the same direction from which they were thrown, and from the upper side, if thrown there is a greater likelihood of falling under the textures, they also seem to push when jumping out and can push each other under the textures. An interval of one minute at the end of the cooking time is drained at one moment and the arts jump out at the same time. We guess the time when the arts are ready and come to the place, save, wait. If the cooked art successfully popped up, then we rewrite the save, and if it is unsuccessful, then we reboot - this is of course dreary, but for some especially valuable art it is useful, more annoyance from the loss of art. When cooking, the percentage of degeneration and the percentage of rejection should be taken into account. In case of degeneration, instead of the art modifier, a "Cobblestone" will pop up - five pieces may be needed to upgrade the nanosuit. When rejected, an uncooked art pops up. When throwing a group of arts at once, these percentages are distributed to the group.

Search for Semetsky's cache

In the Secret Paths there are several end-to-end, which do not affect the passage of tasks, but are very interesting based on the results of the finds. I will describe the search for the cache of the legend of the Zone of the stalker Semetsky. It starts with taking on the task to deal with one stalker from the Prince in Bar, first you need to go to the stalker Sokhatom in Bar and take from him the task to help free his friends from the bandit prison, without this the Prince will be silent and we will not see any cache. We find the stalker we are looking for at the Dump, his name is Zheka, we talk to him and he gives us the first fragment of a map with an indication of Semetsky's cache in payment of his debt to the Prince. From the moment the task is taken, the found fragments will be displayed in the PDA in the "Journal" section, until the task is taken from Zheka, the found fragments are displayed in the inventory.

  • This is where the fragments of the map with Semetsky's cache meet. Described as you are in my walkthrough, your order may differ:

    1st fragment- we get from Zheka with the task itself;
    2nd fragment- while searching the corpse of a zombie professor in the X-18 laboratory to search for 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 a way out to Pripyat on a tip from Grieg ( in the Update this fragment will be in the possession of the leader of the Marauders Razuvaev - they will appear at the Peacekeepers' location when we go after the mines for Vano);
    8th fragment will be at one of the bandits in the northern complex in the Dark Valley when we go to save the Courier on the instructions of Hog to search for the PDA;
    4th fragment will be with Major Yarofeev at the military checkpoint on the Cordon, we search him after the conversation and the murder, keep him alive - it is more expensive for himself, starts shooting at the GG;
    3rd fragment Find another zombie professor when clearing the base for peacekeepers;
    6th fragment will have a bandit named Shiloh, this character will meet during a robbery in the Wild Territory, do not avoid robbery if you want to get a fragment, there will be no fragment without robbery;
    7th fragment will be caught by one of the mercenaries when we fight off the Fang from an ambush set up by mercenaries in the Army Warehouses - we also search ALL corpses;
    5th fragment we will find at one of the monoliths that we will meet in the X-18 on the instructions of the Fang.

When all eight fragments are found, the task will work and a place with a cache will be indicated on the map. In the game, it is possible to get a tip on Semetsky's cache before finding all eight fragments, the Informant can give a tip for a very valuable artifact.

Finding parts of the minigun circuit and amulets

In Secret Paths 2 there are a couple of end-to-end and interesting quests, I will describe them in one post, since they overlap.
At the first (it is possible and later - it's just better not to waste time) entering the Bar, the mechanic Potapov will be in the bar itself, we approach him and get from him a task to search for parts of the minigun scheme, the gun is very downhole and can greatly help with crowds of evil spirits. From the story we learn that there are only seven parts and they were in the possession of different stalkers who disappeared at different locations. Therefore, you need to look for the corpses of missing stalkers or backpacks. I advise you to make a screen of the dialogue in order to avoid confusion and unnecessary questions. I will describe in the order of being at home. The numbering is arbitrary and has no connection to the parts of the scheme.

Parts of the minigun scheme:

  1. at the Dump, 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;
    in X-18, we examine all the corners on the lower level (in the Update, a corpse with a part of the scheme will spawn randomly in several places);
  2. in the Agroprom dungeons, it is not difficult to find (in the Update, a corpse with a part of the scheme will spawn randomly in several places);
  3. at the military checkpoint, located at the checkpoint itself in a backpack in a relatively conspicuous place (in the Update, the backpack can be in different, but not very hard-to-reach places - we are looking carefully);
  4. on the Radar, we examine the territory of the burnt forest behind the mesh fence, the corpse lies on the boulders closer to the stone sheer walls, the boulders are available for a regular jump (in the Update, the corpse can randomly appear anywhere on the territory of the burnt forest on the Radar);
  5. at the exit from the X-16, it is easy;
  6. in Pripyat, in the hotel, we find the corpse of a stalker, look into all the rooms, look out the windows, he will also have an amulet, I will write about him below (in the Update, the corpse of a digger 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 at night after 3 o'clock. We approach from 3 to 6 hours and get a minigun, from Potapov we stock up boxes with cartridges for the minigun, in several approaches.

The search for amulets begins with Sviblov's task - to deal with the traitor. After the completion, we approach and mock the corpse of Fedi the Robber, we do not find anything, but there will be one amulet in the inventory, it seems as if they removed it from the neck. Then, in a conversation with Sviblov, we ask about him, he sends for clarifications to the Wanderer, he will appear right there. We talk with him, we make a screen 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 according to the plot and cannot be passed by. There are six of them.

Search for amulets:

  • Chimeron- we remove Fedi the Robber from the neck, the search for amulets begins with him, protects against electricity +10 and break +10, radioactive -10;
  • The Dragon- we find on the AC in the village of bloodsuckers in a terrible place of the "ritual" death of stalkers, has protective properties against burns +10 and chemical burns +10, radioactive -10 ( in the Update, this amulet can be randomly found anywhere in the village on the AU );
  • Garganon- we will find in Semetsky's cache, protects slightly from telepathy +15, radioactive -10;
  • Avalon- will be caught in the corpse of a digger in Pripyat in a hotel along with a minigun scheme, 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 explore all the nooks and crannies );
  • Catalon- one of the well-known characters who need to be killed will have radioactive -10;
  • Sarcon- we find it in X-16, lies on the upper level of the installation, but burers can throw a thread somewhere, reduces protection from electricity -15 and removes radiation a little +10 ( in the Update, the amulet can be located in different places on the upper level, and not only in the X-16 itself, but also after leaving the 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 strengthens them, 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

I will not describe 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 that they may require, and which can be lost / sold before they are needed, those items that are asked to be taken / brought I hope you yourself will guess not to sell and not hide in unreliable places:

  • two "Night Stars" or 10 tails of a blind dog- the Feldscher will need 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-1 and at the stadium in Pripyat; dog tails can be shot at Chernobyl-1 - as soon as they left the Sarcophagus, I advise you not to go to Dyaku, but to run around the location and collect art, we will also meet several dogs and tushcans on the way not far from Dyak - be careful, there is a radioactive zone nearby, six more tails can be removed from dogs that spawn at the transition to Pripyat if they received a tip from Dyak about a container with medicines for Solomon at ChNPP-1, if they found this container on their own - these dogs will not be;
  • five cans of canned food- to Charon's guard for a prescription, we buy - one at a time from Solomon, from the Paramedic three in one approach, from Mahon for the "Golden Fish" you can get four cans, they may end up in corpses during a search;
  • another guard of Charon asks five PDA- gives a grenade launcher to domestic barrels "Fire", and Solomon's guard asks for five bottles of vodka, gives a TT pistol, these items are not particularly important, but finding five PDA or five bottles of vodka is difficult at this stage of the game, so do not take tasks if in inventory there are no items you are looking for, you will find it - come up and take the task and then hand it over, you will not find it - it was not really necessary;
  • two "Crystals" or two "Films" To the bartender for the transfer to The mainland parcels of Solomon, one will be given by Caesar on Yantar after completing his assignment, another one can be caught during the assault on the base at the NPP, either near a dilapidated tunnel with psi and radiation zones, or at 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 different artifacts can randomly drop out, I always knock out "Crystal" from one, there is also a box in Pripyat behind a fence next to the future transition to the Swamps - this box I break in the first snorkel run because the box usually does not live up to a later moment, the "Film" can be obtained by a cyclical quest from Sakharov - but it takes a long time and we will get only one "Film" at a time, another "Film" lies in the destroyed tunnel with "Electras" on the diesel fuel;
  • two "Golden Chunks" For a fan for the recipe, one will be in the Bar in a building with a door supported by boxes, we climb from the roof through the hole, the second we will find in the Garbage when we look for a part of the minigun scheme, they are also found on DT on Yantar, we just get there later in the game;
  • 5 bottles of vodka, 5 cans of cans, 5 sticks of sausage, 5 first aid kits- a parcel from the Informant to a group of diggers - you need to give Sviblov safe and sound, when we approach the diggers, they are all wounded, we are not fond of treatment - we can overspend the first-aid kits from the parcel, first we give the parcel, then if the first-aid kits remain, you can heal the wounded, they themselves each other will heal;
  • assault "Abakan"- asks the Prince for weed for the guard of the "Freedom" weaponry, comes across several times, for the first time it is given by General Voronin for helping to fight off the bandits' attack on the first entry into the TD, a couple of times it can be randomly issued for clearing mutants near the X-18 and for a nymph of bandits, another one lies in the inspection pit of the garage on the diesel fuel, if after all there is not one left by the time the Prince asks him, you can exchange it with Petrenko for two " Sea urchin"," Sea Urchins "can be randomly exchanged at Kruglov for" Controller's Heart ";
  • jar of monpassier- one, the Monk will need at the AU on the quest for the Borov PDA, rummage through the corpses, caches may fall out, also on the corpses of the military come across jars with monpasier, one is at Yarofeev
  • Mercenary Science Suit and Thunderstorm for Lefty, the suit and the Thunderstorm must be in good condition and in a single copy in the inventory, the extra ones can be dropped into the safe in the barracks where Lefty is, the scientific suit of the mercenaries first comes across in Pripyat, can be repaired by Mahon and taken with you, it can also fall out (if you're lucky) from the mercenaries when freeing Lefty, the suit and weapons should be repaired by the merchants and not used, the slightest wear and tear and the Lefty will not accept them, even the mercenary teacher is on sale at the Hog;
  • "Fiery soul"- asks to bring Lefty for an upgrade of a gravity suit;
  • "Mica", "Crystal", "Goldfish", "Soul", "Ruby Spring", "Flash"- Lefty will ask to bring these six artifacts for repairing the universal detector found in X-18 on the instructions of Fang;
  • two "Fireballs"- Kruglova for the label on the bag of grass, can be found on the diesel fuel in the tunnel with the "Fries";
  • "Crystal Soul Bengal"- Informant for establishing the location of Semetsky's cache based on an incomplete set of map fragments;
  • two "Tears of the Chimera"- Informant for the transition Radar-TD;
  • five "Cobblestones" or five "Crystal Souls of Bengal"- to upgrade the nanosuit from Semetsky's cache, before the upgrade you need to have one set of arts, put on another, then put on the suit and the suit assimilates the corresponding artifacts, there are two "Cobblestones" in the cache;
  • 3 hands of a burer, 3 tails of a cat, 3 eyes of a poltergeist and "Ruby Battery"- The doctor in the final will ask you to bring it, for them he will give you a transition from Bolot to Pripyat.

Artifact "Controller's Heart"

Interesting as a result of Kruglov's quest to find the "Controller's Heart". The first artifact must be found in the Agroprom swamp, the detector that gives Kruglov is hung on his belt. We save until the entrance to the psi-zone, we go into the psi-zone - the message "Artifact found!" - we are looking for it, maybe both on the surface of the lake and in the trailer itself, if we haven’t found it, we reboot, the main thing is that saving is done before entering the psi-zone and before the message about its detection, the artifact may spawn somewhere in the wrong place, 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 search for "Hearts of Controllers" in other psi-zones. When it is found, a monster will appear, most often a controller, there are a bloodsucker and a burer. You can also search for other art after saving before entering the psi zone. After finding the psi-zone, it degenerates and the next time you enter the location, it will no longer be there. For the "Controller's Heart" Kruglov can give an elite anomaly detector - now he will always have this dialogue, be careful - do not recruit more of these tasks if you have already received the detector. Also, the "Controller's Heart" will be needed by the Lecturer at the DT, for him he will give a tip where to look for the "Serpent's Eye", 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 at 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 - a long psi-zone and starts near the house where you need to find the "Liquidator";
  • Bar- to the left of the road to the transition to the nuclear power plant;
  • Army Warehouses:
    in the north, by the rocks between the farm where the Informant lives and the abandoned mercenary base;
    in the south, behind the farm, where the original Skull group lives;
    at the base itself in a destroyed railway tunnel, it usually pops up behind barbed wire, you can approach by rounding the border from the north near the transition to Radar, or from the side of the transition to the nuclear power plant, I pulled it up with a gravity gun;
  • Radar:
    on the road after turning with the ambush of the military before turning to Pripyat;
    in a dead end where the Prince will stand;
  • Dump:
    in the hollow between the passages to the Bar and the TD, there are wild boars hanging out with flesh;
    south of the radioactive heap that is opposite the entrance to the depot from the main road;
  • Agroprom:
    in the northeast, in a hollow between the crossings to the Dump and to Yantar;
    in the south - south of the main gate to the western complex;
  • Dark Valley:
    in the northeast behind the gas station building where the Prince's Winchester is found;
    in the southeast, where the "day bloodsucker" hangs out from the Original;
  • Cordon:
    north of the Bartender's bunker in a thorn-enclosed 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 changes randomly and gives out several pieces for one "Controller's Heart", to get the necessary arts we save in front of him and reload until the necessary arts are obtained. You can get almost all the initial arts in the chains of art transformations, as well as some others - for example, "Crystals", if you have not yet handed over Solomon's package to the Bartender. You can also get trunks from Sakharov for the received arts.

Trade and repair

In the Secret Trails, there are several merchants to whom you can sell unnecessary swag and buy supplies. They will buy from you cheaply and sell dearly - many do not like this alignment, but Stalker is not an economic simulator, and money in the Zone is not the main currency. But you can exchange the necessary supplies and weapons from merchants for arts and spare parts of mutants. I will describe from whom, what and for what you can change. If you missed something or saw an inaccuracy, please write in a personal.

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

    "Stone Flower" - 3 packs of 5.45 regular, 1 first aid kit, 1 antirad;
    "Blood of the Stone" - 2 first aid kits;
    "Gravi" - 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 antiradiation;
    "Zolotaya Rybka" - 5 packs of 5.45 BP, 2 army first-aid kits, 4 canned food;
    "Chunk of Meat" - 3 packs of 5.45 regular, 2 first-aid kits, 4 sausages;
    "Soul" - 5 packs of 5.56 AR, 3 scientific first-aid kits;
    "Kristall" - 5 packs of 9x39 PAB-9, 2 army first-aid kits.

  • Paramedic- Doctor's assistant, stands at the stadium in Pripyat, at the end he will move to a house with a grocery store behind a Ferris wheel, changes parts of mutants in bulk, 10 pieces each:

    eyes of flesh - 4 scientific first aid kits;
    boar hooves - 4 army first aid kits;
    tails of a blind dog - 4 packs of shot;
    pseudo-dog tails - 4 F-1 grenades;
    bloodsucker tentacles - 4 packs 9x39 SP-6;
    burer's hands - 4 packs of 5.56 AP;
    zombie hands - 5 packs of shot;
    snork feet - 4 first aid kits;
    jerboa heads - 5 packs 9x18 "R";
    hands of controllers - 5 antirad;
    pseudo-giant paws - 7 packs of 5.56 ordinary;
    chimera's claws - 5 packs 5.45 BP.

  • Miser- "Freedom" merchant:

    Ammunition
    :
    2 "Drops" - 3 packs of 5.56 AP;
    2 "Blood of the Stone" - 3 packs of 5.56 common;
    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" - М16А1;
    Ruby Spring - Colt M4A1;
    "Golden Hump" - FA MAS Prototype 3;
    "Soul Drop" - SIG 550 sniper.

  • Hog- bros merchant in Bar:

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

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

    In addition to exchanging for arts and products from Borov, you can get something for cyclical tasks:

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

    Artifacts:
    "Piece of Meat" - 2100 rubles and 2 scientific first-aid kits;
    "Flash" - 7,500 rubles;
    "Crystal Thorn" - 1500 rubles and 2 scientific first-aid kits;
    "Night Star" - armored suit "Beryl" -5M and 3 F-1 grenades;
    "Zolotaya Rybka" - assault rifle LR300, sight "SUSAT" - L9A1, underbarrel grenade launcher M-203, silencer PBS.

  • Petrenko- "Debt" merchant:

    Ammunition:
    Meduza - 3 packs of 5.45 BP;
    "Chunk of Meat" - 3 packs 7.62x54R 7H1;
    "Flash" - 3 packs 7.62x54R 7H14;
    "Gravi" - 3 packs 9x39 SP-5;
    2 Bengal Lights - 3 packs of 9x39 SP-6;
    "Slug" - 3 army first aid kits.

    Weapon:
    2 "Gravi" - Abakan AN-94 sniper;
    2 "Sea Hedgehogs" - 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 on the Cordon:

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

    Weapon:
    40 tails of a blind dog - MP-7a3;
    30 pseudo-dog tails - SPAS-12 shotgun;
    25 bloodsucker tentacles - Bizon submachine gun chambered for 9x18.

    For cyclical tasks from the Bartender, you can get the following:

    Parts of mutants:
    the tail of a pseudo-dog - 200 rubles and 3 packs of shot;
    bloodsucker tentacle - 300 rubles and 3 packs of shot.

    Artifacts:
    Meduza - 1,500 rubles and a bottle of vodka;
    "Stone Flower" - 3000 rubles and a bottle of vodka;
    "Piece of Meat" - 2000 rubles and 3 army first-aid kits;
    "Night Star" - tourist's overalls.

  • Zakhar

    8 tails of a blind dog or
    6 hooves of a wild boar or
    6 chimera claws or
    2 "Twist" changes for 5 packs of fractions;
    6 bloodsucker tentacles or
    "Chunk of Meat" or
    2 "Medusa" is exchanged for 5 packs of 5.45 regular ones;
    8 pseudo-dog tails or
    "Slug" or
    "Stone Flower" or
    "Gravi" is exchanged 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 ordinary;
    10 zombie hands - 3 packs of 5.56 BP;
    5 pseudo-giant paws - 3 packs 7.62x54R 7H14;
    5 controller hands - 5 army first aid kits and 5 antirad.

  • Sviblov - "Clear sky", gives a couple of cyclic quests, is on the Radar:

    Parts of mutants:
    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's claw - 1 pack 7.62x51 NATO;
    the controller's hand - 200 rubles and 2 packs of 7.62x51 NATO BP;
    hand of a pseudo-giant - 100 rubles and 2 packs of 7.62x51 NATO BP.

    Artifacts:
    "Slime" - 1000 rubles, 1 scientific first-aid kit, 1 grenade F-1;
    "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 "Fireballs" - 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 the burer - 2 antirad.

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

    Parts of mutants:
    snork 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:
    "Gravi" - 2500 rubles and 1 scientific first-aid kit;
    Meduza - 3000 rubles and 1 scientific first-aid kit;
    "Fireball" - "Film";
    "Moonlight" - 4000 rubles and 3 scientific first-aid kits;
    "Sea Hedgehog" - 8000 rubles and SEVA overalls.

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

A few more merchants

In the Secret Trails, there are several other merchants who buy and sell some goods only for money:

  • Mozart- the Drifter Trader, located on the first floor of the Drifter Headquarters building in MG in a room with a piano;
  • Miser- the Drifter trader, located at the Drifter checkpoint in the Swamps;
  • Mervin- Guardian of the Monolith and teacher GG, buys expensive good and unique trunks, some costumes;
  • Doctor- found in the Swamps;
  • Graph- located in the Bar in a cubbyhole in front of the Arena;
  • Sidorovich
  • Baker- located at the location of the peacekeepers;
  • Lecturer- the main one from the railroad workers, he buys parts of monsters, artifacts, sells artifacts at very high prices;
  • Antique dealer- sells rare but working weapons, ammunition, also exchanges 1 drum for the Python Colt for 3 bottles of vodka, which Noodles gives for refusing to kill him, appears after talking first with Noodles, then with Borov, is in the Bar where Petrenko is in the Original.
Petrenko, Miser and Baker they buy up almost any swag - dead trunks, 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 trunks 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 a flamethrower - you need to have a flamethrower (discharged) bottle of colloidal gas, a can of gasoline, two bottles of vodka and 10,000 rubles;
  • Hog- repairs are somewhat cheaper than those of Screw;
  • Petrenko- does not repair, but sells relatively cheap repair kits;
  • Bartender
  • Sidorovich- repair and sale of repair kits is more expensive than Petrenko's;
  • Sakharov- repair;
  • Lefty- repair of the universal detector and fine-tuning of the gravity suit.
  • Brown- Colonel of peacekeepers, after clearing the base from evil spirits, gives a unique repair kit as a reward for quick repair weapons, for each repair you need the "Medusa" artifact in your inventory. Repairs barrels with any degree of damage.

Frequently asked Questions

  • Can't get into the cave (other hard-to-reach places) - use the full squat keys Ctrl + Shift , if you have reassigned the keys, I advise you to reset the default settings and reassign without touching these keys.
  • Health decreases, first aid kits are not enough - a large level of captured radiation, to see the level press the key TAB - in the lower right corner, a counter window appears with the numbers of accumulated radiation, the scale shows whether the GG is in or out of the radioactive zone, the dosimeter must be on the belt, above 600, the health level begins to decrease quickly, up to a lethal outcome. We use and hang artifacts from radiation on the belt correctly, with high levels of captured radiation, you can replay from earlier save games and try not to get into zones of increased radiation. The use of one antirad reduces the level by 20-30 units, slightly reduces the level of health and requires jamming.
  • Double in the eyes, but the level of health and radiation is normal - GG has not slept for a long time, it is undesirable to lay out a sleeping bag, it does not disappear during robberies, just like a dosimeter, it is on sale at many merchants.
  • Where is the decoder in the Sarcophagus on a mission to shoot burers - the decoder can also lie in an arbitrary place, but no further than two rooms located one above the other on the lower level of the Sarcophagus.
  • Can't find Solomon's canned food box - a box with canned food in the 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 based on "Svoboda" in the Update can be located in various places, while the places found are located along the railway tracks, we look into all secluded places, cars, under beams and destroyed buildings.
  • Where is the bag of grass for the Prince on the AU - also in various places, a tag on a bag with an exact location can be put by Kruglov for two "Fireballs".
  • 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 the Phantoms that stand there in ambush, search the corpses right away - then they will disappear.
  • How to get to the courtyard of the plant on Yantar on the instructions of Caesar - Caesar gives a suit with good protection from radiation, we put it on and hang art on the belt that removes radiation, it is better to remove radiation, be sure to remove ruby ​​art - they are not just radioactive - but also accelerate the accumulation of radiation. Symbions will be especially useful art here - they add protection to the suit from radiation. We go beyond the swamp and the helicopter, we approach the border of the slope and the wall of the plant - here there will be a radiation barrier, which 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 building of the plant from the north side, we go into the courtyard - poltergeists fly there, we are looking for what Caesar is looking for and we return back the same way, back we also need to overcome the radiation barrier.
  • Can't go to the Magician - we carefully read the dialogue with the Ghost, the teleport beyond the boundaries of the game part of the location is in the garages, the return teleport is located near the garages on the outside.
  • The weapon does not fire - a fuse has been introduced in the update - switch it with the keys "0" and "9".

At the beginning, you will find yourself inside a bus on the territory of the Dead City. The Forester is nearby. Together with this character, move straight to the house located in the forest. At his request, find and bring the Mandrake Root.

Forester

After that, you will need to complete the task related to the search for Associate Professor Vasiliev. And already Vasiliev himself will offer you a reward, if you take him to Amber - just follow him, and when you are near the lake, then talk again. Enter the lake and talk to Vasiliev again to open the way to Amber.

On the territory of this location, protect the professor who was attacked by zombies, and then go inside the bunker. Before that, you need to talk to Dan. Go to Sakharov and ask him for the medicine. He will give you medications for the forester. The place of transition to the forest will also appear.

Deliver the received medicine to the forester and talk to him again.

Below you can see the video Walkthrough Stalker 2: Secret Trails:

Find a crate of provisions

On the territory of the Dead City, you will need to find a box containing provisions. Go there, moving along the marker until you meet Izotov. After talking with him, go to Leila, with whom you will also need to talk.

We need to help the Demon, whose location is marked on the map. After reaching the character, learn that you need to kill the zombies inside the five-story building. Do this by killing ALL enemies on ALL floors.

Return back to Leila to pick up a crate with provisions for the forester. Go to Izotov to help him get to the transition point to the forest. Give the box to your friend and talk to him again.

Now you should find three more mandrake roots. And this time you will have to visit the cave. Once you've got it, return to the forester and get your reward. You will receive a message from the very same Leila from the Dead City. Follow there and chat with the woman.

Use the marker to get to Grieg, who needs ten tails.


Grieg

Kill the dogs and give the desired items to the character. After that, you will have to visit the catacombs under the Dead City, and the entry point will be indicated in the dialog box - be careful.

After descending into the catacombs, move forward until the cut-scene starts.

Charon's Quests

When you find yourself inside the bus on the territory of Pripyat, then talk to Mervyn and complete his task. After that, you will find yourself inside the Sarcophagus, where you should talk to Charon. Go to the lower floors to kill the burers and find the decoder, and then give it to Charon.

After that, it will be necessary to destroy opponents on the territory of the Chernobyl-2. Head towards the marker to find the transition point to the desired location. Find Solomon and kill the infidels with him. When everyone is dead, then report the successful completion of the mission to Charon himself.

But that's not all! You will now need to kill the enemies inside the Monolith control bunker. Do it: everything is simple, since the desired transition points are marked with markers.

Solomon: cases and medicines in the passage of Stalker: Secret Trails 2

Go to Solomon to take a new task related to the loss of 3 cases. Find them using the markers, and then return to the quest giver. Take another quest from him. You will need to find a grocery box. Go to the grocery store on the territory of Pripyat and take the box. Also proceed to the territory of Chernobyl-1, where you will need to find medicines.

There is another character near Solomon - Roma Bayonet. After talking with him, start a new task related to finding stops from snorks. Kill enemies and collect feet. Another soldier who needs a bottle of vodka will be walking nearby. After taking the quest, go to Charon.

In turn, he will send you to Mervyn, who needs to be trained. Go to the Monolith and do everything that needs to be done. Return to Charon to direct you to the territory of Pripyat, where the doctor is. He needs to take his medicine. After leaving the Sarcophagus, you will meet the Sexton. Help him, at the same time make the character take the weapon of one of the killed, or sell him one of your barrels.

After that, talk to the Clerk, who will give you a hint about the location of the medicines that Solomon needs. Go to the territory of Pripyat, where you will find the container that Solomon needs. It's simple enough!

Once at the stadium, you will meet a paramedic who will give medicine to Charon only if you bring him two "Night Stars" artifacts or dog tails. Artifacts can be found near the character, which will allow you to continue.


Paramedic

Find a box with groceries inside the grocery store, and then return to Charon to turn in all the tasks and give the medicine. Follow again to Solomon and give him the found products and medicines, while transfer the feet of the killed snorks to the Bayonet.

Helping Mahon and interrogating the spy

To continue the passage, go to Charon. It is necessary to find Mahon, as well as provide assistance in defending the base on the territory of Pripyat. This base was raided by mercenaries. Run to Pripyat and talk to Mahon. He, in turn, would like you to clear the House of Culture from the enemies. Do so.

Chat with Mahon after completing the quest to continue. Walkthrough Stalker: Secret Trails 2... After that, kill opponents in Lenin Square. Turn in the task and follow Charon's instructions to Mervyn, who is waiting for you at the Pripyat hotel. Your training will continue here. Having done everything that is required of you, return to Charon.

Now you will need to interrogate the spy, detained and guarded by the Diak, at Chernobyl-1. Ask questions of interest, after which the Sexton will kill the prisoner. Go back to Charon. Moving to the Sarcophagus, you will receive a message from the paramedic, who asks to meet with him.

Passage of game Secret paths 2. Quests of the Ghost

Go to the character and learn about the new task related to the release of the Ghost. A marker will appear on the map. Do what you are asked to do, and then escort the character and turn in the quest to the paramedic.

Again, go to Charon, who wants you to kill the Ghost. Follow the marker, and at the exit from the Sarcophagus you will receive a message again. Go to the paramedic, from whom the message came, in order to receive a quest related to the protection of the Ghost. Communicate directly with the Ghost himself, who will ask you to find a map of communications located under the ground of Pripyat.

Follow the bunker with the Monolith control panel, killing the enemies that got in the way. If there is such an opportunity, then beat off the modified VAL machine gun from Mahon. You can injure Mahon, and then heal so that he becomes a friend and you have access to repair and exchange.

When you go to Chernobyl-2, then Solomon will rob you, and then help. Go in search of the map inside the bunker, pick it up and deliver it to the Ghost. At the exit, Solomon will meet you again and ask you to deliver the package to his daughter.


Solomon

Agree and then leave this place. After passing the card to the Ghost, go to the Fang, who will direct you to the transition point to the swamps. Run back to the Ghost to get the gravity gun, and then leave the location, going in search of the doctor in the swamps.

Swamps

When you meet with the doctor, you will learn that you need to find and kill the Swamp Thing. Complete this quest and then head to the checkpoint where Grieg is waiting for you. The character will send to a meeting with Kent, where you need to make measurements. Escort the NPC, kill opponents, and then head back to Grieg. You will find out where the transition point back to the forest is.

Once on the spot, help the forester by killing the cats. Go to the hunters on his own assignment, talk to Sutuly and go to the Greek. Help him fight the boars, then follow along with Zakhar to continue. Walkthrough Stalker: Secret Trails 2.


Zakhar

When you walk to the transition point, then let the dogs bite Zakhar to heal him. So you will make a friend out of Zakhar, thanks to which you will avoid troubles in the future. Arriving at the place, talk to the desired character and give the letter addressed to Sokolov. You will receive a transition point to army warehouses.

Army warehouses

On the territory of this location, talk to Lukash in order to receive from him a task related to the capture military base... Help Lukash. ALWAYS take a new barrel, which will drop out after killing Belchuk. Return back to Lukash to report on the quest.

When attacking the enemy base, make sure that none of the quest characters is killed! For example, opponents can kill Cap, which will lead to a stop and complete completion of the plot. Here you can go for one trick: the base can be cleared before you talk to Lukash. But not completely: let 2-3 military men and Belchka himself remain alive.

Next, Lukash will ask you to assist in capturing the Barrier. In this case, Cap must survive. After killing the commander of the military at this base, take away the modified VAL. Return to Lukash and turn in the quest, and then take on a new quest related to Lefty.

Follow the informant who asks you to find a special folder located at the Freedom base. Having done this, give the folder to the informant to get the transition point to the location with the bar. The character will ask you to deliver food to the miners at the Radar location. So the transition point to the desired place will appear.

Radar

At the request of Sviblov within the framework Walkthrough Stalker: Secret Trails 2 kill the bloodsucker, then find and kill the thief Fedya the Robber. Tell Sviblov about the assignment. Go to the Wanderer on a quest related to the Amulet. Chat with him about everything to get the quest with the search for 6 such Amulets. The same hero will ask you to find the system unit and documents hidden in the X10 laboratory for him. Do this and return Sviblov.

Bar Quests

On the territory of the bar, right at the entrance, you will meet Zhenya Ninja. He will require you to pay for the entrance. Pay whenever you need it, as otherwise you will worsen your relationship with the bandits and will not be able to complete the whole quest chain.

Inside the bar, chat with Boar and go to meet the Count. Take a new mission from Potapov, in which you will have to find several parts of the instructions for the production of a minigun.

At the request of the Count, go to the helicopter, find the boxes and documents and give the character. Then he will ask you to find a weapon for the Prince. Give it to the Prince on the Radar, after which the last character will send you to the army warehouses, where you need to get boxes and documents located on another document. Take it all to the Count.

Tasks of the Prince and General Voronin

Also inside the bar you can find Prong, with whom you should talk to take the task. Then go to the Prince and talk to him. You need to find the Winchester of this character, and then deal with Zheka from the Landfill, who owes the Prince. Talk to Sokhaty again to find out exactly where the hard drive is.

Go to the Junkyard, where you should find Arkasha and take on a task related to the murder of Noodles. Then find Zheka to ask him about Semetsky's cache. Look for a tanker, whose terms you will have to agree to.

It's time to visit the territory Dark Valley... Help the fighters of Duty fighting the bandits, and then talk to Voronin, who will direct you straight to the captain. After talking with this character, you will receive a tip on the location of Mohammed. You will also need to deliver the radio to Zakhar.


Captain

The general will offer you to complete a task related to the destruction of mobs inside X18. After completing it, go inside to pick up the hard drive needed by the Prince, after which, according to Voronin's quest, find Zhila. When you agree for him, you will find out about the hiding place of the bandits. Find its location and return to the general to get a path to Cordon.

Talk to Petrenko and kill the swamp creepers, then in the X18 laboratory find what the tanker asked to find.

Go to the territory of the Junkyard to return the found "Thunderstorm" to the tanker. Give him the diary too. Follow to the Prince on the territory of the bar to transfer the winchester and money as Zheka's debt.

You'll get new quest associated with the plan bag. Visit Sokhatoy and turn in the previous mission to him, and then get to Boar to find out the whereabouts of the antique dealer. Now you will need to find a courier.

In the army warehouses, where you have already visited earlier, find the bag with the plan and return it to the Prince. Ask Voronin at the Duty base about the courier, then go to the factory and free the character. You will find out where the Borova's PDA is located. Find it by the marker, as a result of which you will receive a message from Borov himself and can continue Walkthrough Stalker: Secret Trails 2.

Passage of game Secret paths 2. Quest of the Varyag

On the territory of the Agroprom, help Bes and chat with Lefty. Be sure to bring what he asks for, and then talk to Imp, agreeing to complete the quest. Go down inside the catacombs where the Varyag is. If you do not want to lose what you managed to collect, hide all the items in some kind of stash before you meet with the Varyag.

Go through four circles, take the weapon to Petrenko and get a gift that should be given to Bes. Do so, then return to Boar so that he can send you to Lukash.

Travel to your destination and talk to Lukasz. He needs a container with radioactive elements. Find it and give it to the quest giver. Soon a message from the Ghost will appear, and Lukash will ask you to kill enemies at the checkpoint in the territory of army warehouses. Follow his instructions.

Talk about everything with the Curmudgeon, who will ask you to find bread for him. Go to a meeting with the Ghost, then go straight to the magician and do what he asks to do.

Visit the Ghost again, and then get the dynamite for him in the box. Go to the Prince and cover the Cross, then turn in the quest.

On the Cordon, you should help Tolik, and then talk with the Wolf and give what he needs.


Wolf

Talk to the Fan. You will learn about Yarofeev from the Varyag. Visit the bartender and give that parcel from Sokolov, which he asked to give to his daughter. Go to a meeting with the major, kill him and report the successful completion of the task to the bartender. After that, visit Sidorov in the peacekeeping corps.

Sidor's task

An old acquaintance will ask you to provide him with services and go to a meeting with General Smith. You will learn about Mohammed and Pekar. The baker needs flour, so you will have to get it, while Smith will direct you to Brown, who in turn will issue a new task related to the search for Corporal Foster. Find him and bring him back to the base.


General Smith

You will receive a message from Sidor, after which you should go to the character. Having received a letter from him addressed to the bartender, you will learn about Mohammed and follow to Amber.

Using the Baker's jump point, go in search of flour. Go through the location with the bar, chat with the tracker and agree to his terms. After finding a bag of flour, take it straight to the Baker. After giving away the necessary item, you will find out where you can get a gravity suit. Take another quest related to finding tools. Visit the bartender, who will give you a task related to the search for documents on the territory of the X16 laboratory. After finding them, the documents should be delivered to Fang.


Colonel Brown

On the territory of Agroprom to continue Walkthrough Stalker: Secret Trails 2 meet the doctor and take the crate from him that the Baker needs. Visit the tracker to take the "Explorer" artifact quest. He will ask you to talk to the Lecturer. Visit the Count to get a transition point to Rostock and Amber, as well as a quest related to a conversation with Caesar.

In the army warehouses, you must talk to the Curmudgeon, to whom you will give the finished bread. After the man will need help finding a case in Rostock. Agree to help.

Give the resulting gravity suit to Lefty to upgrade it.

Walkthrough Stalker: Secret Trails 2: Sprout

When you find yourself on the territory of Rostock, then make the necessary artifacts, then find a case and a radar. Go to a meeting with the railroad workers and complete the simple tasks received from them. Proceed to the territory of Amber, where you will have a talk with Den. Kill the enemies inside X16 at will.

In a conversation with Caesar, give that flash drive and deal with his task. Deliver the documents and PDA to Graf, and then talk to Sakharov to take a new quest. As part of it, talk to Sviblov and set several marks on different mobs.

Kruglov needs the "Controller Heart" artifact, so agree to help. Return to the railroad workers and give them three helmets, then talk to the Lecturer and agree to a new quest. On the same Rostock, set a mark on the pseudo-giant and take the "Liquidator" artifact, which the pathfinder needs. Give the item to this character.

Visit the Earl for a new Fang quest. You will also have a transition point to the territory of the Dead City. Give the necessary items to Lefty, Curmudgeon, take the quest from the informant, who is connected with two other artifacts. From Sviblov you will receive information about a scientist who has gone mad, after which you will receive a quest to find a special barrel.

Visit the Baker and give him the tool, and then mark the bloodsucker in the territory of Cordon, while the chimera will need to be found in the Dark Valley.

Doronin's murder

Travel to Agroprom to find the Controller's Heart, an artifact Kruglov needs. Take it to the NPC and visit Voronin on his instructions. Turn over the quest, in which mutants were tagged, to Professor Sakharov. The radar jump point appears. He will also give a new task related to the elimination of Doronin. Visit Den to find out where Doronin is and exchange sniper rifle for artifacts.

Follow to the location with Voronin, but on the way, look at the Lecturer, to whom you will bring the artifact. This will tell you where the Snake Eye is. Give the found suitcase to Voronin to get a tip on Petrenko. Tom needs an improved RG-6. Complete all steps related to this quest. Climb to the roof of laboratory X16, take the desired position and kill Doronin, then turn in the quest to Sakharov.

From Kruglov, you can pick up a special barrel that the mad scientist needs, while Sakharov will give a new task related to finding a laboratory assistant. You will have a transition point to the Agroprom location. Go there, find what is left of the laboratory assistant, pick up the device and take it to Kruglov. Talk to Dan again to find 3 discs for him. Do it.

Head to laboratory X10, where you only need to pick up the scientist's diary. Find Snake Eye on the radar and return to the informant. Give the two artifacts he needs to collect the reward.

Talk to Sakharov, for whom you should have already found the diary of a scientist from the X10 laboratory. After that, the man will customize the helmet for you. Head inside the X16 lab to find a laptop and other items. There will also be a letter that Fang will have to take. By doing this, you will receive an assignment related to visiting the X18 lab. You will also learn about the CCP that Boar is looking for. When you meet a monk, new information will appear, as well as the conditions for obtaining the same PDA. Go to the bar to give Potapov the instructions for the minigun and find out when you can pick up the weapon.

Follow to the territory of the X18 laboratory, take the USB stick and other things, and then give it to the Fang. All this Fang will demand to deliver to the bartender, who has reserved the next task for you.

Help Leila in the passage of Stalker: Secret Trails 2

At Sviblov, using the Earl's tip, you can get the transition to the Dead City location. Sviblov will also give you a quest to find Karina. Visit Leila, who will send you to the forester. In turn, the forester will give a task within which you need to visit the hunters. Sokolov's radio should be handed over to Zakhar, but Karina's coordinates can be obtained from Sokhaty.


Karina

After freeing Leila, guide her to the desired point to find the PDA. Move forward to the point of transition to the swamps, where you will have a talk with the doctor and give the flash drive received from the pathfinder. Visit the Dead City, where you will meet Fima. After talking with him, get through the warehouses to the pathfinder. On the territory of the warehouses themselves, find the "Superconductor" artifact, as well as the PDA that Borov needs. Give it to the quest giver.

The bartender will receive a new assignment, in which he asks to hand over a letter to General Voronin. Do this to get the transition point to the peacekeeping corps. Go to the arrow with Torgash, after which you will receive a new letter from the bartender to Voronin. Take to get Sidor's answer. Talk to Sidor and assist in capturing the bar. At the exit you will meet Mohammed, with whom you will have to talk.

Kill the opponents on the territory of the bar, as requested by Sidor, and then escort Voronin straight to the headquarters. Talk to the bartender and go to the doctor's appointment using Fang. On the territory of the Dead City, talk to Leila and meet with the doctor in the swamp, who will need parts of the mutants. As soon as you bring them to him, he will open the transition point to Pripyat.


Layla

Pripyat: final

Here you will need to talk to the paramedic, complete his quest and visit the Monolith bunker. Inside the Sarcophagus you will meet Semetsky. Chat with him to find out for Brother. At the entrance to the bunker, Solomon will be met and you will have to fulfill his order.

After meeting the tracker, decide which ending to complete Walkthrough Stalker: Secret Trails 2.

The "Secret Trails" mod is a prequel to "Shadows of Chernobyl" and covers the main events of the Zone even before the Shooter turns off the "Brain Burner". In the game, as the heroes of the story, there are all the stalkers from the Shooter's group: the Swamp Doctor, the Ghost and, of course, the Fang, which some players have difficulty finding. Meanwhile, finding Fang is not difficult if you know some of the mod's features.

Introducing the Fang

For the first time the main character meets with Fang in Pripyat, after searching for documents in a bunker and multiple combat clashes with adherents of "Monolith". You can get the first quest to find the Fang after talking with the Ghost. He directs the Strelka to his comrade, with the aim of helping him, promising that he will be able to lead him to the swamps.

Fang is on the same floor, but on the opposite side of the building. In this place of the game there is a bug that is activated by dialogue with the NPC and throws it out of the game with critical error... You can install the appropriate fix, or you can simply save before the conversation: the bug does not always work.

Having accompanied his partner to the transition to the swamps, while carefully guarding him, the Shooter learns that the Ghost asks to return to him for a reward. After re-entering the swamps, Fang disappears in an unknown direction, and the player continues with the main quest line.

Fang captured by the mercenaries

In order to find the missing Fang, the player must complete the quest in the X16 laboratory. This is another developer flaw, left to preserve the consistency of the main line of tasks. In dungeon X16, the player needs to find a laptop, which is hidden on the upper ledge of a fancy device. It looks like an autoclave from the final video of "Shadow of Chernobyl", only it is placed vertically.

When the laptop is found, additional information appears in the quest list, indicating that Fang is being held captive by the mercenaries. The player should go to the "Bar" location and leave the bandits' base from the side of the wild territories. In the wasteland there is a ruined farm located a couple of kilometers from Bar.

There are eight mercenaries on the farm, most of them in reinforced body armor or exoskeletons. Therefore, it will not be superfluous to stock up on armor-piercing cartridges for your weapon. After clearing the area from the invaders, the Shooter receives a quest update and must talk to Fang. The NPS is located in the only stone building on the farm, in its central room.