Skif managed to find out that the traces of his artifact lead to Nestor — the local king of the Junkyard in S.T.A.L.K.E.R. 2: Heart of Chornoby. However, he has disappeared, but Kondor — Nestor's technician and assistant — is on site. However, he is also unaware of where his boss has gone. Now Skif needs to inspect the workshop for clues.
The Junkyard is the second peaceful settlement you will visit. Following the objective marker, you will quickly find the local technician — Kondor. Talk to him, but it will quickly become clear that even he doesn't know what happened to Nestor. Skif decides to inspect the workshop himself.
The Junkyard is the second peaceful settlement you will visit. Following the objective marker, you will quickly find the local technician — Kondor. Talk to him, but it will become clear that even he doesn't know what happened to Nestor. Skif decides to inspect the technician's workshop himself.
In the Junkyard, you can take several side missions, such as For Company, where you will have to deliver vodka to three stashes. If you do everything honestly, you will receive a monetary reward, but you can take several artifacts and a brand new detector from the stashes, which not only beeps but also shows the distance to the artifact. If you take the items, you will have to shoot one of the comrades whom Skif agreed to help at the third stash, but the detector will remain with you.
At the bartender in the Junkyard, you can take repeatable quests that will give you far more coupons than in Zalesye. When you are ready, head to the workshop. The objective marker will lead you to a house surrounded by flashbang anomalies. Inside the house, you can take a couple of medkits, but the door to the bunker is locked with a key card, so you can't get inside from there. Notice the semi-ruined pipe or well. Discharge the anomalies with a bolt and jump inside.
You will find yourself on wooden planks. Break them with a knife and you will enter the workshop. Ahead lies the corpse of a bandit, and to the right is a workbench, several fire anomalies, and something resembling your scanner. It is because of this scanner that there are so many anomalies around, so first, go to the scanner and turn it off.
After this, the anomalies will disappear, and you can calmly inspect the corpses. One of them will have a flash drive with a weapon upgrade blueprint, and the other will have a key card. Now you can exit the workshop, but through a different path. From the place where you turned right to the scanner, there is a path to the left. It was previously blocked by fire anomalies. Go there and climb the ladder. You will find yourself on the other side of the door you saw in the house.
Open it. You can inspect another room in the house. There are a lot of various consumables. Now you need to return to Kondor.
Kondor will confirm that he himself gave the key card to Nestor. It is likely that someone kidnapped him. The technician suggests inspecting the boss's stash to find records of what happened.
You won't have to go far. Exit the Junkyard following the objective marker. There will be an ascent to the right.
Eventually, you will reach the highest part of the entire complex. There, continue to follow the marker and you will find a cave. Carefully walk through it and you will find yourself in front of a large crane. A man is standing on its arm. Approach closer and you will see Richter.
Talk to him about the Zone, and then walk a little further to find Nestor's stash. There will also be a good weapon there, which will come in handy. Points of interest will be updated, and you need to study them.
First, let's head to the Labyrinth — a large junkyard of cars, getting to the center of which is not that easy. While you are looking around, a pack of rats may appear. Deal with them before moving further. There are various ways to enter the Labyrinth. We jumped onto the hood of a truck, and from there onto the car roofs. As soon as you reach the center, enemies will appear. If you're lucky, the remaining rats will join the shootout and start attacking everyone — use this to your advantage.
Once the battle is won, inspect the bodies and the perimeter. Inside one of the broken buses, there is a artifact Slug — it should be visible. Pick up the tablet from one of the corpses. You will learn that everything was led by someone nicknamed Varan, who is holed up at the Factory. This information will be enough, so you won't need to go to the second location — the Dig Site. The task will automatically be completed, and Skif will need to visit Varan.