After meeting Dr. Dalin and Scar, it was revealed that the unusual PDA obtained by Skif is actually a Monolith device. The trail leads to the Noon Base, which is almost entirely composed of former monolith members. Skif needs to find their leader and have a heart-to-heart conversation with him in S.T.A.L.K.E.R. 2: Heart of Chornobyl.
Finding the camp is not that easy. First, you will have to go through the swamps to reach the island. On the way, you can visit the boat station. There, two stalkers ask for help with a mutant in the house. It's a cat that constantly creates its copies and scratches painfully, causing bleeding. As soon as you enter the house and turn into the left or right room, the monster will appear. Our advice is to fight inside the building, as it will be easier to find the real cat. In open terrain, the number of copies will increase, prolonging the battle.
After the victory, you can take the collar, which might come in handy in the future.
The path to the island is not easy either. You will encounter boars, and then two bloodsuckers. There is another route, but there you will also face a herd of boars. The island is connected to the rest of the location by thin lines of soil among the swamps; you can't pass through other places. Remember that Skif moves very slowly in the water. It's unclear whether it's a bug, anomaly, or intentional, but the fact remains. As soon as you find yourself in the water, you can only move by jumping.
After this stage, you will see a minefield. Use bolts to avoid explosions.
The secret is that there are bombs only at the beginning; the rest of the path is filled with acid anomalies, but there are no mines. When you reach the base, you won't be allowed in at first. In our case, we showed the Varta badge. This was enough to get inside. Follow the target marker to find the leader — Wanderer.
Once inside the building, go down the stairs on the left. There will be a long corridor. Pay attention to the man sitting behind bars — the Storekeeper. Talk to him and give him an anti-rad. For this, you will receive artifacts. The Storekeeper will tell you that you need to meet Wanderer's right-hand man — Dubny.
You will have to search for Dubny. Go up from the basement using the other stairs, and then walk along the pipes. You will catch Dubny arguing with another community member — Faust. When Dubny pays attention to you, explain the situation. Skif will learn that Wanderer is solving some problem in the warehouse. Head there.
When you find the warehouse, move towards Wanderer. He is near the Scanner, which creates anomalies. Turn it off, and then talk to Wanderer. Show him the PDA to confirm your words.
Now you need to find Professor Lodochka. His laboratory is separate from the entire complex, so you will have to walk in the open air. The scientist will ask you to get an inductor and also give an additional task to eliminate the zombified Kvashka.
Climb onto the roof, one of the brothers will contact you. He will ask not to kill Kvashka, so we did. It's enough to disable just one radio antenna. Then return to the technician to receive coupons.
Visit the doctor again and start the main quest. You will need to reach the WPS base. When you get close enough, Jumper will contact you and ask for help. Something has settled in the basements and is now affecting the brothers. You will have to destroy it, but first, you need to get the key from the local leader — Sever. As a reward, Jumper will promise the code to a stash.
Inspect the complex, it is full of zombies who will immediately start shooting at you, but they do not pose a particular threat. Eventually, you will climb to the second floor and then to the opposite side. Pay attention to the collapse on the second floor. Because of this, an iron sheet protrudes to the side, and you can jump onto the container. From there, there will be a ladder to the roof. There, approach the target marker and notice blood traces on the concrete. If you look down, you will see Sever's body on the pipe. Take the keys from him.
Eventually, you need to sneak into the lower floors of the building opposite. You will find yourself in the sewers, where all the water is contaminated with acid anomalies. Reach the next ladder up. Moving along the only available path, you will again encounter a group of zombies. Following the target marker, you will reach the controller. This is a strong but somewhat foolish opponent, so arm yourself in advance with something that deals good damage. The mutant will constantly use his psychic powers, which significantly hinders shooting. After the victory, the negative effect on the soldiers will dissipate.
Continue exploring the area, and when you enter the corridor, the required inductor will be behind the first door. Just ahead is a door with a code lock. The combination is 0505. Inside, you will find a mysterious note. Return to Jumper. Dubny's men have come to him. They will attack you, so be prepared for a confrontation. After the victory, discuss what happened with Jumper and return to Wanderer.
As soon as you get to the base, you will see a cutscene with Faust's sermon. In the end, Wanderer will give Skif a sniper rifle, and the quest will be completed.