Guides There and Back Again: Stalker 2 Quest Walkthrough

There and Back Again: Stalker 2 Quest Walkthrough

Vladislav Sham
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S.T.A.L.K.E.R. 2: Heart of Chornobyl starts with a cutscene that offers little explanation of what is happening. An unknown vehicle is taking the hero to the Zone, but an emission begins. After the storm, Skif (the name of the main character) needs to activate a certain Scanner. This device will allow him to energize an old artifact. He wants to trade it with an acquaintance — German, to help organize a new life.

When you gain control and get familiar with the basic controls, move forward to the high wall. This is the Perimeter that surrounds the Zone. You need to get inside. Following the objective marker, you will quickly pass through a hole in the wall.

The task will update. You need to descend into the sewer. Immediately, notice the wall ahead. There is a cabinet with a first aid kit. Ahead, you need to break the boards with a knife — otherwise, you can't proceed. On the table, you can pick up canned food. Eventually, you will reach a door locked with a padlock. Break it with a knife to continue.

Move through the sewer until you see a ball lightning. This is the first anomaly. Stay to the right to search the first soldier's corpse. He will have some supplies. You will also find a tablet, and a point of interest will appear on the map. To avoid the patrolling anomaly, stay to the right and walk along the pipes.

Eventually, you should be able to exit the sewer without trouble. As soon as you are back on the ground, the first mutant — a flesh — will attack you. After defeating it, follow the objective marker. You will likely feel hunger by this time. This is a negative debuff, so pay attention to the house on your way to the objective. There you can find sausage, which will temporarily solve the problem.

Enter the house with the light on. Go up the stairs to the second floor and look at the shooting in the distance. Head there and you will see a large bunker building. Climb up and open the hatch.

Inside, there are many corpses to search. Go straight and turn left to pick up a artifact detector from a scientist. Your task is to find Dr. Negoda. Exit the main corridor and immediately turn left. You will find Negoda's corpse, after which German will contact Skif, and the task will update — you need to find Negoda's laptop.

It is nearby, in the room you probably inspected as soon as you entered the bunker. After a short cutscene, Pripoy will contact Skif. Talk to him. Since you already found the artifact detector, now you need to find the artifact itself, which will help protect against radiation.

Exit the bunker where you found the detector and follow the objective marker. You will enter an acid swamp, but thanks to the detector, you will quickly find the artifact. As soon as you reach the ground, a bloodsucker will appear. The fight with it is not easy, so be sure to have one of the found rifles ready.

Head towards the objective and set up the Scanner. After it charges, beware of electrical discharges. Mini anomalies cause significant harm. Charging the device won't work, so move to the next point.

You will come across a bandit camp. Defeat them and gather the loot, including a sawn-off shotgun. Continue forward. You will see an abandoned ship — run past it, as there is an invisible anomaly that deals a lot of damage. Set up the Scanner at the second point, and after it fails, pick it up and move forward. You will receive a significant dose of radiation, but by this time you should have something to mitigate it. Continue towards the marker.

Skif will reach a small structure; feel free to inspect it if you want. Set up the Scanner for the third time, after which a long cutscene will play. The introduction to the game is complete.

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