Stalker quadrology duty philosophy of war walkthrough of the pitfalls. Review Debt

The game begins at a military checkpoint, Cordon. We talk to the military man opposite us, then to Berger, standing next to the hummer, who will hire us on a mission. Afterwards we go to Anikanov (standing on the second floor balcony), who will send us by helicopter to Pripyat.

Find group search + Group solution

In Pripyat we find a group at the base in the cultural center. They are located here. By the way, I advise you to rummage around near the structure, which is similar to the antenna in Call of Pripyat. We speak with Slaven, he is standing in the basement.

He says that he doesn’t trust Berger, and asks to ask the group about this, we talk to the whole group in turn, again with Slaven. The group fully supports Slaven. Next we need to go to the bar. Let's go to the Radar. Along the way we meet Svobodovites. On the Radar we observe a battle, but do not get involved, we go to the transition to the army warehouses, the Monoliths and other stalkers are neutral. Let's move on to Army Warehouses.

Take the patient to the Doctor

At the Army Warehouses, Cap asks us to come up and do him a favor. He will tell you that Svoboda members accidentally shot a stalker and will ask you to take the wounded man to the doctor at the base.

OK, let's take the wounded man to Doctor Lector at the Freedom base. We speak with the Lector.

Let's go to Lukash. He is unhappy that his fighters got involved in a conflict on Radar because of "Search". After talking with Lukash, we talk again with the Lector. He will ask us for insulin for the patient, saying that Sidorovich may have the insulin. Let's go to the Bar.

Hitting the Bartender

We go into the bar, a surprise awaits us at the entrance - all things must be left with Zhorik (otherwise he won’t be allowed into the bar). We speak with the Bartender, who complains about three bandits standing in the back room.

We are trying to talk to the hunters and here is the second surprise - we get hit in the face, and we only have a knife against 3 guns, we need to show miracles of resourcefulness or use a military trick (everyone decides for himself which one, the bartender sells a grenade)
After this reprisal, we talk to the Bartender, take our things from the box at the entrance and head to the hangar, at the entrance of which Ivantsov will meet us, who will eventually send us to Voronin.

Working for Voronin

Let's go to Voronin. He is also not happy with the situation at Radar and the fact that the German was dealing with Freedom. Voronin gives the main character a choice: either join Duty, or work for him, remaining alone. Here everyone decides for themselves what to do, it won’t have a strong impact on the plot, but if you join, there’s a small bonus and + one quest. After this, Voronin sends us to the bar of Colonel Panzer, from whom we will receive our first task.

After talking with Panzer, we talk with Grisha Budulai and receive another task to find tools (if you entered into debt), as a reward Budulai will repair things for free. If you need ammunition, contact the stalker standing at the counter

First task + Insulin for Rezanny + Contract + Tools for Budulai

Our goal is to find out how things are in the Dark Valley. Let's go to the Landfill. We speak with foreman Kiribai, he will warn that a sniper has taken up residence at the flea market. I advise you to remove it and pick up the SVD. We move on to the Dark Valley.
At the entrance we see fighters from the “Veterans of the Zone” group. We speak with Veprem.

He asks us to talk to the leader of the group. This is what we need. We run directly to the building, which is located above the laboratory. We find the bandit Lyuty there and talk to him. We go down to laboratory x-18, go down to the lower tiers, kill the poltergeist, take the toolbox and find a locked door. That's all here, let's go outside. If you haven’t entered into Duty in X-18, there’s nothing to do. Now to the gas station. We talk to the stalker standing on the door, go to the second floor, talk to Besyak, Shulga’s skin from Call of Pripyat.

During the conversation, information is exchanged, plus Besyak asks to find him a guide who can take his group to the station. Now let's head to the Factory.

There we will have to talk with the bandit leader Borman, Noah from Call of Pripyat, who will be located in the place where Borov was in the Shadow of Chernobyl. After talking with him, our path will lead to the farm. There, in one of the buildings we find the head of this checkpoint, Koval, after talking with whom the first part of our quest will be completed. We move to Cordon. We quietly pass through the ATP without touching the bandits. We go to Sidorovich for insulin.

He will have three hunters in his bunker. We kill them. Sidorovich says that we saved him and when we ask for insulin he will say that the hunters also came for insulin and gives us insulin wrapped in a recipe (be sure to read). It's time to discuss matters with Berger. He gives us names, one of which belongs to our patient, and gives us an advance. After this, Anikanov calls us again. After talking with him, we return to the Bar. Yeah, you’ll have to run, there won’t be anything interesting along the way. But in Bar Lukash will contact us. Insulin task failed.

Now we’re going to leak all the information we’ve obtained to Panzer. He’s standing where the bandits were. When we tell him about what is happening in the dark valley, he will give us the task “Foray to the Radar”.

Afterwards we speak with Gena-Hakker and find out from him information about another person whom Berger is looking for.

Foray to Radar

At the Army Warehouses we go to the freedom base to see the Lector. But he’s not there, so now we go to Lukash. He reports that the doctor and the patient have disappeared, no one knows anything. There is also “no” information for Lukash. By the way, Lukash will give you three artifacts: “Crystal”, “Mother’s Beads”, “Night Star”. So let's go to Radar.
This is where the first mass shootings in the game will begin. For some reason everyone on Radar is opposed to the German, so you will have to fight your way to the fork.

At the fork we turn back and return to Panzer. When entering the bar, we see a message to the public network from ourselves. We report to Panzer, the quest is completed, we get a new one.

A guide for veterans

We go to Agroprom, go into the research institute building. On the third floor we find Colonel Romas, he sends us to Ensign Patsyuk, who will give us the location of Pilot for a bottle of vodka.

It turns out that Pilot went down into the dungeon to find Strelok’s hiding place. We go down to the dungeons.

We go underground. We hear some voices and see the red inscription “neuro-paralytic gas” on the screen. We crawl out of the ground and return to Patsyuk. He will direct us to Sergeant Major Polizshchuk for OZK. The foreman stands behind the building next to the car from Metro 2033.

We talk to him, he has already given the suit to warrant officer Bezmaterny, who is standing next to him. We speak with the ensign.

He asks to leave a deposit. We leave the exoskeleton. Now we go underground. We go to the Pilot in the Strelka's hiding place.

He lies wounded on the bed, we give him a first aid kit, after which he asks to bring him a gas mask. We leave Strelok's hiding place, go to the right to the stairs, go up it, see a break in the wall on the right, climb there. We see a pile of stones, behind them lies a backpack.

We search, take the gas mask, return to the Pilot. He sends the German outside alone, having agreed to meet at the Landfill near the flea market. We get out, go to Ensign Bezmaterny to pick up our deposit and give him his suit. After this we hear a conversation between two stalkers on the PDA. We inform Patsyuk about the death of the military underground. He asks us not to tell the commander about this. Afterwards we need to go to the building next door, where we and TC saved Mole from the military. There will be Grishka the Shark on the third floor, we’ll find out from him what he’s doing here, then we’ll talk with the merchant.

The latter tells us that he heard shots from the swamp. We run to the swamp and find a wounded Jackal in the carriage.

We talk to him, shoot the sniper, give him a first aid kit, and then continue the conversation. It turns out that he brought the apocalypses on the tail, so we have to deal with them, but even after killing all the apocalypses, the Jackal does not come to his senses. The corpses of hunters will be scattered near the trailer, search them and find Prytky's PDA there. The owner himself will rest in the trailer. (this is one of the three stalkers that Berger is looking for). We go to the Landfill, go to the flea market, find out from the Pilot what happened in the Agroprom dungeon.

Then we lead him to the transition to the Dark Valley and cross over ourselves. We appear in the TD, run with the Pilot to Besyak. We get money from Besyak, talk to Pilot, giving him 5000. This means the Veterans are going to the center. We go to the Landfill and receive May-day from Motherless. I wonder what he forgot at the Landfill? We move to the cemetery of abandoned equipment. Bezmaterny asks to help him shoot the bandits. There are two ways: 1- we help and get a machine gun and a scolding from Panzer + towards the end of the game a little help from Bezmaterny, 2 – we send him to hell. Having dealt with this matter, we return to the Bar to Panzer and leak to him all the information we have obtained. The task is completed. And after that, Panzer again sends us to the Shark group. We learn from him that while we were walking, Rubik and Jackal left us, and not without the help of Shark. We search the corpses of Jackal and Rubik, which lie below. And not in vain, the Jackal has a PDA, which we will take “as a souvenir.” We return to Panzer and explain the situation to him. Now we move from collecting information to action. We have to remove the Shark and deal with Borman (leader of the brothers). And for this purpose we are given an “Exhaust and a Glock” with a 31-round clip.

Extra + Incident + Tourists + Fury

We go to the Landfill, we receive a voice message from Anikanov: Berger has problems.
So, our first point is Shark. Well, let's go to Agroprom. We go to Shark, but we find that he took the group and left. Okay, next point is Borman. We go to Borman, but there is no trace of him. Let's go to the building above x18 to see if Fierce is there. He's gone too.
We go to the Cordon and talk to Anikanov. Slaven was here and tried to kill Berger. In the end, the last one left. The quest is completed. We go to the village of newcomers. The Wolf left, and in his place stands the Guide, who asks the German to find the tourists who escaped from the Guide. Moreover, they did not cross the bridge. We go to the military post under the bridge, and without crossing the embankment, turn right and run. As a result, you will see several yellow dots on the minimap. These will be the tourists who will guide you on the right path. After talking with the main one, the quest is over.
We return to Bar. Near the junction Dump - Bar we hear some kind of suspicious message from a bandit asking the boss for permission to touch the sweets. We return to Cordon.
At Cordon we go to the place where we left the tourists. We find their cold bodies, search the girl, and get the quest “Rage”. We go to the ATP, punish the bandits and head to the village of newcomers and tell the Guide about the fate of his Tourists. Now to the Bar. In the bar we talk with Slaven, he sends the German to ... to hell, the German sends him too, and after that we report the situation to Panzer. We talk with the Bartender about the hunters who came to him.

Trust of scientists

We are moving to Yantar. In the Wild Territory, after walking a little around the location, you will hear a voice message, I didn’t really understand it, but the point is that a certain Chief intercepted the Bear and is waiting for the Shark at the point. We move towards Yantar, along the way we find a group of hunters. We talk to the main one, ask about the Shark, the hunter says that he will be there soon. Well, okay, we jump over the red trash can, go into their camp and find the Bear. He will tell us a lot of things, read for yourself. Well, we take out a group of hunters and “offer” the Bear to go to the Radar, after which he knocks out the German. We find ourselves in a trailer underground. We take out the crowd of zombies, go to the Radar.
We go into the bunker, talk to Dr. Bryk, he and his people want the German to show how cold-blooded he is. To do this, we need to bring some items from the X-16 laboratory that prove that we were there. We move on to the laboratory (zombie neutrals?). If we need a Vintorez, then having gone down one flight of the elevator shaft, we find what we are looking for in the electrical panel.

On the shield itself there will be one of 10 items. In fact, we only need the one that Seryoga Pinochet will give us (it will appear when we pick up the laptop) (items can be collected just like that, to see where their author has hidden them). We talk to Pinochet, he becomes a partner and gives us some kind of device we need as proof of being in X-16. We get out of the laboratory, return to the bunker, discuss the details with Bryk, give him the device and go out onto the street, where Pinochet and Burleev are already waiting for us.

Expedition

We talk with Burleev, then with Pinochet and move out. We run after Burleev and Pinochet, protecting them from snorks along the way. Then Burleev disappears. If you run further to the corner where he disappeared, there will be an invisible transition to the Radar. Let's move on.
We appear on the Radar with Pinochet and run after him. He stops and sits down near the helicopter, and we go to Burleev. When we approach, he becomes an enemy. We kill, search him, and send Pinochet to Panzer. And we have to go x10. We go through the hole in the fence, kill the Monoliths along the way, go to x-10. We see 3 points on the minimap. Let's look at the PDA - this is the Wolf, the Shooter and the Ghost. We go to the brain burner switch and talk to Strelok. They are looking for a way to the Dead City. During the conversation, the German has some guesses, and we have to return to Yantar. Combined analyzer. We leave the laboratory onto the street. Next to the main gate of the laboratory complex, from there we turn right and go to Yantar. We head to the scientists’ bunker, but we see that while the German was away, the scientists gathered and left. Well, to hell with them, we go to Panzer’s Bar and get a scolding from him. It turns out we needed Professor Fomin, not Bryk and Burleev. Panzer has already sent Pinochet on a mission, and we go to the duty base and give the combined analyzer and psi-helmet to Professor Remezov. We learn from him that Fomin should be on Yantar. That's where we're heading.

Professor Fomin

We go to the gate of the x-16 complex, from there to the right to the excavator. The professor will be lying in the ditch between the pipes. We search him and return to the DT. After the grilling session, our old friend Shark and his guys will be waiting for us. We take everyone out and search the Shark. We return to the Bar and report to Panzer. He sends us to look for the firefly artifact for Remezov. He gave this task because this common artifact has ceased to be found in the Zone, and suspicions fall on Lenka-Razor’s gang.

Artifact "Firefly"

We go to the Landfill, go into the tunnel with anomalies. We throw the bolts, we reach the end of the tunnel, we see the corpse of a geek, he will have a Firefly. We return to Bar, give the artifact to Remezov. He will tell us that firefly began to be used as a drug. We speak with Panzer, who gives the task to search for Lenka-Razor’s group. Either we find them, or “debt” will deal with them.

Leni-Razor Group

The description of the task indicates what is worth looking for in Pripyat and Station 1. We go to Pripyat, run to the building where the “Search” group was located at the beginning of the game. There will be 3 Monolithians standing there, we talk to Deimos. He introduces himself as the guardian of the “monolith,” and the German seems to establish neutral relations with the Monolith through him. Then we go to Station 1. We go forward through the location, we see a military checkpoint, we talk with Kuznetsov. He tells us that there was a “Search” and shows us the address at 9 o’clock. We go to the passage to the sarcophagus, we see another military checkpoint. We speak with Yaroslavkin, we learn that “Search” has headed to the Sarcophagus and the transition point to station 2. And also that Pinochet is at the southern checkpoint. Let's run there. We see a military checkpoint. We speak with Pinochet (Lieutenant Chernenko), he suggests that Razor’s gang is hunting in the dungeons of Agroprom and, as it were, hints that “Veterans of the Zone” were passing through here on “monsters”. We move on to the Sarcophagus. We pass through the location until we meet Slaven and his group. From Slaven we learn about the coordinates of the transition from station 2 to the Dead City, and that Shustry can help us with a suit for safe movement through the dungeons of Agroprom. We won’t get to the Dead City right away from station 2; we’ll be transferred to Yantar. But from Yantar, it will probably still be somehow faster to get to Cordon than from the Chernobyl Nuclear Power Plant!? So let’s go to Station 2 via the transition from Station 1. This will be both faster and safer. We leave the Sarcophagus, turn to the large gate and go to Station 2 and go to the northeast gate. We pass through them, turn left, and go. Along the way we find the “monster” and several corpses of Veterans, as well as a machine gun. We go even further, we find another “monster”, surrounded by the corpses of Veterans and Bandits. We see a gate in front of us, we go through it, we cross.
We appear on Yantar and go to the scientists’ bunker. Remezov moved there with his colleague. We speak with Remezov, we receive a task to find a certain biological object that frightens scientists. Of course we agree to help. We quickly run to x-16, run through it, and in the tunnel we come across a geek with a pump-action gun. We eliminate him, search him, return to Remezov. (Personally, I missed this quest, my comrades suggested)
Let's move on to Cordon (there is such a transition there, don't forget). Now let's resolve matters with Shustry. We tell him about the suit with protection, he asks in return for 3 artifacts: “Golden Fish”, “Moonlight”, “Night Star”. We get a suit from Shustroy, go to Agroprom, and go underground. We go to the shooter’s hiding place, near the entrance to it we see 3 corpses. We search Lenka-Razor’s corpse and fail the task. On the way to the bar in the landfill we see Anikanov drinking vodka with his group. Once again we go to Panzer, who, as it turned out, gave the order to solve Lenya the Razor. The German did not have the best opinion about this, and he refused to work for Panzer in the future. The same one, in turn, shares information: you can get to the Dead City through a spatial anomaly, which is located behind a coded door at x-10, and moreover, a group should soon go there and open the door. We speak with Lenya the Hacker.

Working for Lukash

After refusing to work for Duty, we can share a lot of information with Lukash. We go to the Freedom base, tell Lukash everything we know, including the fact that the Lector fled with Rezanny of his own free will. We get 500,000. We go to the Radar and to the x-10 laboratory.

X - 10

We go to the point marked in the PDA, stand and wait. Here are two ways to develop the plot:
1. fail the task and see the end credits.
2. Turn off the flashlight and do not hold anything in your hands. After a while, our old friends will appear, open the door, and all we have to do is follow them

Dead city

We appear in the Dead City, talk to the Wolf, he will tell you that he, the Ghost and the Shooter tied up the entire group at the exit. Let's run after the Wolf. We talk to Strelok, then interview Lector, Rezanny and Burleev in turn. We speak with Strelok again, Burleev and 2 of his friends begin to fire at us. We deal with them and continue the conversation with Strelok. Everyone except Rezanny leaves, we talk to Gosha, take the Kalash from the box, give it to him, and run with him to the edge of the location. We speak with Rezanny, we get the quest.

Intelligence service

We run to the points marked on the map. At the first there will be apocalypses, at the farm there will be Veterans of the Zone (if you once helped the Motherless One, he will supply you with cartridges). Then there will be a building with bandits led by Borman and Lenin Square. We return to Rezanny. We talk to him, send him to Pripyat for the Search, and we ourselves will join the apocalypse.

One among strangers

We go to Borman, he will give the German beryl like in the apocalypse. We leave the clothes in the box next to Borman and go to the building with the apocalypse. We go up the stairs and find in one of the rooms of the apocalypse with the name “number IX”. A German pretends to be a zombie and is given a task.

Check + Work for Apocalypse

We pass the points marked on the map. Next to one of them there will be the corpses of the Bear and the controller. We return to “number IX”, which will send us to the apocalypse camp. There we communicate with “number XIV”, he hands over a flamethrower and sends him to destroy the geeks. Having completed the task, we return to “number XIV”, who orders us not to leave the camp anywhere. In the process of “staggering” we come across the canned Shark hunters. We report to “number XIV”, we receive FN 2000 and an order to destroy the hunters. Having completed it, we go to check the surroundings. We talk to Besyak, he “throws up” an idea. We return to “number XIV”, from there to “number IX”, and that in turn to “number X”. In the building where “number X” there is a repairman (the repairs are free)

Geek Hunt

“Number X” gives the task to search and destroy 4 degenerates.
If you go from left to right.
1. Behind the wooden house at 99 Ryabko Street (there is another similar house, but there is Bezmaterny) there is a brick one-story dilapidated house.
2. Over the bridge
3. Having soaked the second one, we go to the fork in the road, turn right, first there will be a wooden house, then iron garages, the next brick house, 3 bastards are holed up there
4. Past the iron garages we go to the 5th floors, at the one we need there is a ZIL, 1st entrance.
A flamethrower and a machine gun will help you.

Fugitive + Chernobyl Nuclear Power Plant 2 + Failure

Having destroyed 4 degenerates, we hear a message that someone has escaped and must be destroyed.
Our way to the bridge where the 2nd geek was killed, there we meet Professor Mons.
We talk to him. At the end of the dialogue, 2 plot developments:
1. We release Mons, and we ourselves go to Besyak and copy the contents of the PDA, then we take it to “number X”, report about the fugitive, he gives the task to find the flash drive lost during the move (there is a mark to look for, look under the stairs). We carry it to copy Besyak and again to “number X”. Talking with him will not bring anything good.
2. Valim Monsa. We go to Besyak and copy the contents of the PDA, then we carry it
He sends “number X” to the Chernobyl Nuclear Power Plant to find and move the truck.
We are going to Chernobyl Nuclear Power Plant 2. There are snipers on the roofs, “we don’t click our beaks.”
We go to Chernobyl NPP 1, we talk with Yaroslavkin about ZIL. On the ZIL we reach the gate with the transition to Chernobyl NPP2. We will be attacked by turntables, a machine gun will help you (we hit the tail rotor). We drive the ZIL to the MG. “Number X” reports that the glare of binoculars was noticed at the school and sends them to investigate. We go to school to Borman, from him “number X” after a conversation with whom we end up in prison.

Liberation

We discover that all our things have been taken away and that the Fox is sitting with us. We wait for the start of the battle in the MG, take a knife from the Fox and, improving the moment, kill the guard and with joint efforts clear the MG from the Apocalypse (you can pick up the weapons of the dead, or you can remember the box at school). We learn from Slaven that Berger is trying to escape and Pantsir is waiting for him in ambush. Panzer reports that Berger managed to escape to Chernobyl NPP2, we are going there by truck.

Chase and finale

Having caught up with Berger, we communicate, and then turn on the installation (on automatically), rats will come running and bite Berger and Co. to death.
We go to Chernobyl NPP1, talk with Slaven. End.

TIP: you can do what you want with the art, but save “Golden Fish”, “Moonlight”, “Night Star” until a certain moment (you’ll understand what)

A game begins at the military checkpoint, on Cordon. We talk to the military man opposite us, then to Berger, who will hire us on a mission. Afterwards we go to Anikanov (standing on the second floor balcony), who will send us by helicopter to Pripyat.

Find group search + Group solution

In Pripyat we find a group at the base in the cultural center
We talk with Slaven, then with the whole group in turn, again with Slaven. The group fully supports Slaven.
What's next?. Logically, we need to either go to the bar or to the cordon. Let's go to Radar. On the Radar we observe the battle, without getting into anything we move to the Army Warehouses.
Take the patient to the Doctor
At the Army Warehouses, Cap asks us to come up and do him a favor. OK, let's take the patient to Dr. Lector at the Freedom base. We speak with the Lector. Let's go to Lukash. He is unhappy that his fighters got involved in a conflict on Radar because of "Search". After talking with Lukash, we talk again with the Lector. He will ask us for insulin for the patient, saying that Sidorovich may have the insulin. Let's go to the Bar.

Hitting the Bartender

We go into the bar, a surprise awaits us at the entrance - all things must be left with Zhorik (otherwise he won’t be allowed into the bar). We speak with the Bartender, who complains about three hunters standing in the back room. We are trying to talk to the hunters and here is the second surprise - we get hit in the face, and we only have a knife against 3 guns, we need to show miracles of resourcefulness or use a military trick (everyone decides for himself which one)
After this reprisal, we talk to the Bartender, take our things from the box at the entrance and head to the hangar, at the entrance of which Ivantsov will meet us, who will eventually send us to Voronin.

Working for Voronin

Let's go to Voronin. He is also not happy with the situation at Radar and the fact that the German was dealing with Freedom. Voronin gives the main character a choice: either join Duty, or work for him while remaining alone. Here everyone decides for themselves what to do, it won’t have a strong impact on the plot, but if you join, there’s a small bonus and + one quest. After this, Voronin sends us to the bar of Colonel Panzer, from whom we will receive our first task. After talking with Panzer, we talk with Grisha Budulai and get another task (if you joined).
First task + Insulin for Rezanny + Contract + Tools for Budulai
Our goal is to find out how things are in the Dark Valley. We go to the Landfill. We speak with foreman Kiribai, he will warn that a sniper has taken up residence at the flea market. I advise you to remove it and pick up the SVD. We move on to the Dark Valley.
At the entrance we see fighters from the “Veterans of the Zone” group. We speak with Veprem. He asks us to talk to the leader of the group. This is what we need.
We run directly to the building, which is located above the laboratory. We find the bandit Lyuty there and talk to him.
We go down to laboratory x-18, go down to the lower tiers, kill the poltergeist, take the toolbox and find a locked door. That's all here, let's go outside. If in Duty If you haven’t joined X-18, there’s nothing to do.

Now to the gas station. We talk to the stalker standing on the door, go to the second floor, talk to Besyak. During the conversation, information is exchanged, plus Besyak asks to find him a guide who can take his group to the station.
Now let's head to the Factory. There we will have to talk with the bandit leader Borman, who will be located in the place where Borov was in the Shadow of Chernobyl. After talking with him, our path will lead to the farm. There, in one of the buildings we find the head of this checkpoint, Koval, after talking with whom the first part of our quest will be completed.

We move to Cordon. A gang of hunters and a pack of dogs appears behind us. Everyone should fall into eternal sleep. We quietly pass through the ATP without touching the bandits. We go to Sidorovich for insulin. He will have three hunters in his bunker. Sidorovich says that these are his colleagues and gives us insulin wrapped in a prescription (be sure to read). We take all three out and talk to Sidorovich, who will say that the hunters also came for insulin.
It's time to discuss matters with Berger. He gives us names, one of which belongs to our patient, and gives us an advance. After this, Anikanov calls us again. After talking with him, we return to the Bar. Yeah, you’ll have to run, there won’t be anything interesting along the way.

But in Bar Lukash will contact us. Insulin task failed. Now we’re going to leak all the information we’ve obtained to Panzer. Afterwards we speak with Gena-Hakker and find out from him information about another person whom Berger is looking for.
Foray to Radar
The task was given by Panzer. At the Army Warehouses we go to the freedom base to see the Lector. But he’s not there, so now we go to Lukash. He reports that the doctor and the patient have disappeared, no one knows anything. There is also “no” information for Lukash. So let's go to Radar.
This is where the first mass shootings in the game will begin. For some reason everyone on Radar is opposed to the German, so you will have to fight your way to the fork. At the fork we turn back and return to Panzer. When entering the bar, we see a message to the public network from ourselves. We report to Panzer, the quest is completed, we get a new one.

A guide for veterans

We go to Agroprom, go into the research institute building. On the second floor we find Colonel Romas, he sends us to Ensign Patsyuk, who will give us the location of Pilot for a bottle of vodka.
It turns out that Pilot went down into the dungeon to find Strelok’s hiding place. We go underground. We hear some voices and see the red inscription “neuro-paralytic gas” on the screen. We crawl out of the ground and return to Patsyuk. He will direct us to Sergeant Major Polizshchuk for OZK. The sergeant major stands outside the building next to the car. We talk to him, he has already given the suit to warrant officer Bezmaterny, who is standing next to him. We speak with the veteran. He asks to leave a deposit. We leave the exu. Now we go underground.

We go to the Pilot in the Strelka's hiding place. He lies wounded and asks to bring him a gas mask. We leave Strelok's hiding place, go to the right to the stairs, go up it, see a break in the wall on the right, climb there. We see a pile of stones, behind them lies a backpack. We search, take the gas mask, return to the Pilot. He sends the German outside alone, having agreed to meet at the Landfill near the flea market.
We get out, go to Ensign Bezmaterny to pick up our deposit and give him his suit. After this we hear a conversation between two stalkers on the PDA. We inform Patsyuk about the death of the military underground.

Afterwards, I advise you to go to the building where we and TC saved Mole from the military. There will be Grishka the Shark on the third floor, we’ll find out from him what he’s doing here, then we’ll talk with the merchant. The latter tells us that he heard shots from the swamp. We run to the swamp and find a wounded Jackal in the carriage. We talk to him, shoot the sniper, give him a first aid kit, and then continue the conversation. It turns out that he brought the apocalypses on the tail, so we have to deal with them, but even after killing all the apocalypses, the Jackal does not come to his senses. The corpses of hunters will be scattered near the trailer, search them and find Prytky's PDA there. The owner himself will rest in the trailer. (this is one of the three stalkers that Berger is looking for).
We go to the Landfill, go to the flea market, find out from the Pilot what happened in the Agroprom dungeon. Then we lead him to the transition to the Dark Valley and cross over ourselves. We appear in the TD, run with the Pilot to Besyak. We get money from Besyak, talk to Pilot, giving him 5000. This means the Veterans are going to the center.
We go to the Landfill and receive May-day from Motherless. I wonder what he forgot at the Landfill? We move to the cemetery of abandoned equipment. Bezmaterny asks to help him shoot the bandits. There are two ways: 1- we help and get a machine gun and a scolding from Panzer + towards the end of the game a little help from Bezmaterny, 2 – we send him to hell. Having dealt with this matter, we return to the Bar to Panzer and leak to him all the information we have obtained. The task is completed.
And after that, Panzer again sends us to the Shark group. We learn from him that while we were walking, Rubik and Jackal left us, and not without the help of Shark. We search the corpses of Jackal and Rubik, which lie below. And not in vain, the Jackal has a PDA, which we will take “as a souvenir.” We return to Panzer and explain the situation to him. Now we move from collecting information to action. We have to remove the Shark and deal with Borman (leader of the brothers). And for this purpose we are given an “Exhaust and a Glock” with a 31-round clip.

Extra + Incident + Tourists + Fury

We go to the Landfill, we receive a voice message from Anikanov: Berger has problems.
So, our first point is Shark. Well, let's go to Agroprom. We go to Shark, but we find that he took the group and left. Okay, next point is Borman. We go to Borman, but there is no trace of him. Let's go to the building above x18 to see if Fierce is there. He's gone too.
We go to the Cordon and talk to Anikanov. Slaven was here and tried to kill Berger. In the end, the last one left. The quest is completed. We go to the village of newcomers. The Wolf left, and in his place stands the Guide, who asks the German to find the tourists who escaped from the Guide. Moreover, they did not cross the bridge. We go to the military post under the bridge, and without crossing the embankment, turn right and run. As a result, you will see several yellow dots on the minimap. These will be the tourists who will guide you on the right path. After talking with the main one, the quest is over.
We return to Bar. Near the junction Dump - Bar we hear some kind of suspicious message from a bandit asking the boss for permission to touch the sweets. We return to Cordon.
At Cordon we go to the place where we left the tourists. We find their cold bodies, search the girl, and get the quest “Rage”. We go to the ATP, punish the bandits and head to the village of newcomers and tell the Guide about the fate of his Tourists. Now to the Bar.

In the bar we talk with Slaven, he sends the German to... to hell, the German sends him too, and after that we report the situation to Panzer. We talk with the Bartender about the hunters who came to him.

Trust of scientists

We are moving to Yantar. In the Wild Territory, after walking a little around the location, you will hear a voice message, I didn’t really understand it, but the point is that a certain Chief intercepted the Bear and is waiting for the Shark at the point. We move towards Yantar, along the way we find a group of hunters. We talk to the main one, ask about the Shark, the hunter says that he will be there soon. Well, okay, we jump over the red trash can, go into their camp and find the Bear. He will tell us a lot of things, read for yourself. Well, we take out a group of hunters and “offer” the Bear to go to the Radar, after which he knocks out the German. We find ourselves in a trailer underground. We take out the crowd of zombies, go to the Radar.

We go into the bunker, talk to Dr. Bryk, he and his people want the German to show how cold-blooded he is. To do this, we need to bring some items from the X-16 laboratory that prove that we were there. We move on to the laboratory (zombie neutrals?). If we need a Vintorez, then having gone down one flight of the elevator shaft, we find what we are looking for in the electrical panel.

On the shield itself there will be one of 10 items. In fact, we only need the one that Seryoga Pinochet will give us (it will appear when we pick up the laptop) (items can be collected just like that, to see where their author has hidden them). We talk to Pinochet, he becomes a partner and gives us some kind of device we need as proof of being in X-16.
We get out of the laboratory, return to the bunker, discuss the details with Bryk, give him the device and go out onto the street, where Pinochet and Burleev are already waiting for us.

Expedition

We talk with Burleev, then with Pinochet and move out. We run after Burleev and Pinochet, protecting them from snorks along the way. Then Burleev disappears. If you run further to the corner where he disappeared, there will be an invisible transition to the Radar. Let's move on.
We appear on the Radar with Pinochet and run after him. He stops and sits down near the helicopter, and we go to Burleev. When we approach, he becomes an enemy. We kill, search him, and send Pinochet to Panzer. And we have to go x10.
We go through the hole in the fence, kill the Monoliths along the way, go to x-10. We see 3 points on the minimap. Let's look at the PDA - this is the Wolf, the Shooter and the Ghost. We go to the brain burner switch and talk to Strelok. They are looking for a way to the Dead City. During the conversation, the German has some guesses, and we have to return to Yantar.
Combined analyzer
We leave the laboratory onto the street. Next to the main gate of the laboratory complex, from there we turn right and go to Yantar. We head to the scientists’ bunker, but we see that while the German was away, the scientists gathered and left. Well, to hell with them, we go to Panzer’s Bar and get a scolding from him. It turns out we needed Professor Fomin, not Bryk and Burleev. Panzer has already sent Pinochet on a mission, and we are going to the base debt and give the combined analyzer and psi-helmet to Professor Remezov. We learn from him that Fomin should be on Yantar. That's where we're heading.

Professor Fomin

We go to the gate of the x-16 complex, from there to the right to the excavator. The professor will be lying in the ditch between the pipes. We search him and return to the DT. After the grilling session, our old friend Shark and his guys will be waiting for us. We take everyone out and search the Shark
We return to Bar and report to Panzer. He sends us to look for the firefly artifact for Remezov. He gave this task because this common artifact has ceased to be found in the Zone, and suspicions fall on Lenka-Razor’s gang.

Artifact "Firefly"

We go to the Landfill, go into the tunnel with anomalies. We throw the bolts, we reach the end of the tunnel, we see the corpse of a geek, he will have a Firefly.
We return to Bar, give the artifact to Remezov. He will tell us that firefly began to be used as a drug. We speak with Panzer, who gives the task to search for Lenka-Razor’s group. Either we find them, or " duty"will deal with them.

Leni-Razor Group

The description of the task indicates what is worth looking for in Pripyat and Station 1. We go to Pripyat, run to the building where the “Search” group was located at the beginning of the game. There will be 3 Monolithians standing there, we talk to Deimos. He introduces himself as the guardian of the “monolith,” and the German seems to establish neutral relations with the Monolith through him.
Then we go to Station 1. We go forward through the location, we see a military checkpoint, we talk with Kuznetsov. He tells us that there was a “Search” and shows us the address at 9 o’clock. We go to the passage to the sarcophagus, we see another military checkpoint. We speak with Yaroslavkin, we learn that “Search” has headed to the Sarcophagus and the transition point to station 2. And also that Pinochet is at the southern checkpoint. Let's run there.
We see a military checkpoint. We speak with Pinochet (Lieutenant Chernenko), he suggests that Razor’s gang is hunting in the dungeons of Agroprom and, as it were, hints that “Veterans of the Zone” were passing through here on “monsters”.
We move on to the Sarcophagus. We pass through the location until we meet Slaven and his group. From Slaven we learn about the coordinates of the transition from station 2 to the Dead City, and that Shustry can help us with a suit for safe movement through the dungeons of Agroprom.
We won’t get to the Dead City right away from station 2; we’ll be transferred to Yantar. But from Yantar, it will probably still be somehow faster to get to Cordon than from the Chernobyl nuclear power plant!? So let’s go to Station 2 via the transition from Station 1. This will be both faster and safer.
We leave the Sarcophagus, turn to the large gate and go to Station 2 and go to the northeast gate. We pass through them, turn left, and go. Along the way we find the “monster” and several corpses of Veterans, as well as a machine gun. We go even further, we find another “monster”, surrounded by the corpses of Veterans and Bandits. We see a gate in front of us, we go through it, we cross.
We appear on Yantar and go to the scientists’ bunker. Remezov moved there with his colleague. We speak with Remezov, we receive a task to find a certain biological object that frightens scientists. Of course we agree to help.
We quickly run to x-16, run through it, and in the tunnel we come across a geek with a pump-action gun. We eliminate him, search him, return to Remezov. (Personally, I missed this quest, my comrades suggested)
Let's move on to Cordon (there is such a transition there, don't forget).
Now let's resolve matters with Shustry. We tell him about the suit with protection, he asks in return for 3 artifacts: “Golden Fish”, “Moonlight”, “Night Star”.
We get a suit from Shustroy, go to Agroprom, and go underground. We go to the shooter’s hiding place, near the entrance to it we see 3 corpses. We search Lenka-Razor’s corpse and fail the task. On the way to the bar in the landfill we see Anikanov drinking vodka with his group.
Once again we go to Panzer, who, as it turned out, gave the order to solve Lenya the Razor. The German did not have the best opinion about this, and he refused to work for Panzer in the future. The same one, in turn, shares information: you can get to the Dead City through a spatial anomaly, which is located behind a coded door at x-10, and moreover, a group should soon go there and open the door. We speak with Lenya the Hacker.

Working for Lukash

After refusing to work for Duty, we can share a lot of information with Lukash. We go to the Freedom base, tell Lukash everything we know, including the fact that the Lector fled with Rezanny of his own free will. We get 500,000. We go to the Radar and to the x-10 laboratory.

X - 10

We go to the point marked in the PDA, stand and wait. Here are two ways to develop the plot:
1. fail the task and see the end credits.
2. Turn off the flashlight and do not hold anything in your hands. After a while, our old friends will appear, open the door, and all we have to do is follow them

Dead city

We appear in the Dead City, talk to the Wolf, he will tell you that he, the Ghost and the Shooter tied up the entire group at the exit. Let's run after the Wolf. We talk to Strelok, then interview Lector, Rezanny and Burleev in turn. We speak with Strelok again, Burleev and 2 of his friends begin to fire at us. We deal with them and continue the conversation with Strelok. Everyone except Rezanny leaves, we talk to Gosha, take the Kalash from the box, give it to him, and run with him to the edge of the location. We speak with Rezanny, we get the quest.

Intelligence service

We run to the points marked on the map. At the first there will be apocalypses, at the farm there will be Veterans of the Zone (if you once helped the Motherless One, he will supply you with cartridges). Then there will be a building with bandits led by Borman and Lenin Square. We return to Rezanny. We talk to him, send him to Pripyat for the Search, and we ourselves will join the apocalypse.

One among strangers

We go to Borman, he will give the German beryl like in the apocalypse. We leave the clothes in the box next to Borman and go to the building with the apocalypse. We go up the stairs and find in one of the rooms of the apocalypse with the name “number IX”. A German pretends to be a zombie and is given a task.

Check + Work for Apocalypse

We pass the points marked on the map. Next to one of them there will be the corpses of the Bear and the controller. We return to “number IX”, which will send us to the apocalypse camp.
There we communicate with “number XIV”, he hands over a flamethrower and sends him to destroy the geeks.
Having completed the task, we return to “number XIV”, who orders us not to leave the camp anywhere. In the process of “staggering” we come across the canned Shark hunters. We report
“Number XIV”, we receive FN 2000 and an order to destroy the hunters. Having completed it, we go to check the surroundings.
We talk to Besyak, he “throws up” an idea. We return to “number XIV”, from there to “number IX”, and that in turn to “number X”. In the building where “number X” there is a repairman (the repairs are free)

Geek Hunt

“Number X”, gives a task to search and destroy 4 degenerates
If you go from left to right.
1. Behind the wooden house at 99 Ryabko Street (there is another similar house, but there is Bezmaterny) there is a brick one-story dilapidated house.
2. Over the bridge
3. Having soaked the second one, we go to the fork in the road, turn right, first there will be a wooden house, then iron garages, the next brick house, 3 bastards are holed up there
4. Past the iron garages we go to the 5th floors, at the one we need there is a ZIL, 1st entrance.
A flamethrower and a machine gun will help you.

Fugitive + Chernobyl Nuclear Power Plant 2 + Failure

Having destroyed 4 degenerates, we hear a message that someone has escaped and must be destroyed.
Our way to the bridge where the 2nd geek was killed, there we meet Professor Mons.
We talk to him. At the end of the dialogue, 2 plot developments:
1. We release Mons, and we ourselves go to Besyak and copy the contents of the PDA, then we take it to “number X”, we report about the fugitive, he gives the task to find the flash drive lost during the move (there is a mark to look for, look under the stairs). We carry it to copy Besyak and again to “number X”. Talking with him will not bring anything good.

2. Valim Monsa. We go to Besyak and copy the contents of the PDA, then we carry it
He sends “number X” to the Chernobyl Nuclear Power Plant to find and move the truck.

We are going to Chernobyl Nuclear Power Plant 2. There are snipers on the roofs, “we don’t click our beaks.”
We go to Chernobyl NPP 1, we talk with Yaroslavkin about ZIL. On the ZIL we reach the gate with the transition to Chernobyl NPP2. We will be attacked by turntables, a machine gun will help you (we hit the tail rotor). We drive the ZIL to the MG. “Number X” reports that the glare of binoculars was noticed at the school and sends them to investigate. We go to school to Borman, from him “number X” after a conversation with whom we end up in prison.

Liberation

We discover that all our things have been taken away and that the Fox is sitting with us.
We wait for the start of the battle in the MG, take a knife from the Fox and, improving the moment, kill the guard and with joint efforts clear the MG from the Apocalypse (you can pick up the weapons of the dead, or you can remember the box at school). We learn from Slaven that Berger is trying to escape and that Pantsir is waiting for him in ambush. Panzer reports that Berger managed to escape to Chernobyl NPP2, we are going there by truck.

Chase and finale

Having caught up with Berger, we communicate, and then turn on the installation (on automatically), rats will come running and kill Berger and Co.
We go to Chernobyl NPP1, talk to Slaven and, together with the whole group, go to drink beer.

All fans of the Stalker trilogy are aware that these games are open source, which allows gamers to freely change the game itself and adjust it to their taste. Some people do this for their own pleasure, while others do this more globally, which leads to full-fledged user modifications appearing on the Internet. They can be very different - from those where a new weapon is simply added or the graphics are changed for the better, to those that completely change the storyline, add entire new locations, dozens of quests and much more, thereby completely changing the passage of Stalker " "Duty. Philosophy of War" is one of the most popular global mods for the game, which is the final episode of a whole trilogy of modifications. Here you can go through a couple of dozen story quests, which will be diluted with side quests. Please note that this modification is ideal for those who do not particularly like action, since there will be a minimum number of shootouts - all attention will be paid to the plot, which will greatly change the passage of Stalker. "Duty. Philosophy of War" is a wonderful addition that is worth trying for absolutely everyone who enjoyed the original trilogy.

Search for a group

Where does the passage of “Stalker” begin? "Duty. Philosophy of War”, as already mentioned, is a mod with a minimal amount of action, so you will have tasks mainly to think, run, communicate and search. So, you start at Cordon, where you need to find Berger - he will give you a task that can be designated as the first in the game. You need to find a group of people who disappeared in the Zone. Go to the head of the checkpoint, who will send you to a helicopter flying to Pripyat. Once on site, you will become aware that the group is in the building of the Palace of Culture - make your way there, and everything will turn out to be so. The group has a leader named Slaven - talk to him and then the rest of the group to hear their opinions. After this, return to Lukash and find out about his decision regarding the order. That's all, the first quest turned out to be quite simple. A good start to successfully start the passage of “Stalker”. "Duty. Philosophy of War, however, is a deeper mod than you might initially think. So keep playing and see for yourself.

Sick

It's time to move further along the plot of the game “Stalker: Debt. Philosophy of War” - the passage will gradually get twisted, so get ready for a wonderful time. Go to the army warehouse, where you will find the captain - he will ask you to escort an important patient to the place where the Freedom group is based. Go there and hand the patient over to the hands of the doctor Lector. After this, Lukash will call you over, who will express dissatisfaction with the fact that you could not convince the found group to follow the order. Suddenly you are again disturbed by the Lecturer, who demands that you find insulin for the patient, otherwise he may die. Walkthrough of the game “Stalker: Debt. Philosophy of War will often require you to react quickly and make difficult decisions, so be prepared.

Hunters at the bar

What can the “Stalker Apocalypse: Debt” mod offer gamers next? Philosophy of war"? The passage of the game is becoming more and more exciting - now you need to go to the bar, having previously left all the weapons at the entrance. Once inside, you learn from the Bartender that there are three hunters in the back room who are more than serious. Here you better save, because it won't be easy. The thing is, if you decide to talk to the hunters, they will stun you and then kill you. You cannot resist them, since all your equipment is at the entrance. Accordingly, you need to look for other options. The most logical thing is to approach Ermol and secretly buy a grenade from him. You need to throw this grenade into the utility room, and after the explosion, finish off the surviving hunters with a knife, if anyone is left alive. Now you can freely chat with the Bartender and get the necessary information, pick up your things and move on. In the game “Stalker: Debt. Philosophy of War" walkthrough (part 1) may in some places be similar to the original (for example, the spawn at the very beginning, although there is a logical explanation for it, which you become aware of in a conversation with Lukash), but gradually the game turns into a full-fledged independent project.

Voronin and Debt

As you pass by the hangar, you will meet debtors who will direct you to their leader Voronin. It is worth recalling that “Stalker Apocalypse” is a trilogy, “Duty. Philosophy of War”, the passage of which is now being reviewed - this is the last part of it, so some points may not be clear to you if you have not played the first two parts. For this reason, it is recommended to first complete the first and second episodes of Apocalypse, and then begin this one. So, you go to Voronin, who, like Lukash, shows strong dissatisfaction and concern about what happened at Radar. And you are presented with a choice that, in fact, has no special alternatives. You can either join Debt and work for Voronin, or refuse, remain a free Stalker, but still work for Voronin. All other things being equal, entering into Debt has its own significant advantages, but no one here can force you to make this or that choice - moreover, there is no right decision here, they are just different. Regardless of what you choose, Voronin sends you to Panzer and Grisha, who give you your first two tasks. This is where the game “Stalker: Debt” begins. Philosophy of War" walkthrough. Part 3, of course, has already gone on for quite a long time, but it is from this point that you become part of the Duty, and the plot really twists in a way that will surprise you in the end.

Tools

Now you have to unravel a rather impressive tangle, during which your character will not show his best side, but the main characters don’t always have to be good, right? The same applies to the game “Stalker. Shadow of Chernobyl: Debt. Philosophy of War” - the passage of this project at the very beginning was different from the original, and already from the conversation with the group in the first quest on Radar you could understand that your hero is not one of the most noble. So, you need to find out what is happening in the territory of the Dark Valley - to do this you will have to make your way through the Landfill, where the passage is guarded by a sniper, collecting loot from his victims. You should eliminate him as quickly as possible - this way you will secure the passage for yourself and get a sniper rifle. In the dark valley you will meet a friend of the Boar, who will ask you to talk with the leader of their group called the Valley Veterans. Go to the building where you will find Fierce - talk to him, then go down to the laboratory and find the tools that Grisha asked you for. One of the debt tasks has almost been completed. But that’s not all that the game “Stalker: Debt” has to offer you. Philosophy of War" walkthrough. The description of all the events may amaze you, but the gameplay itself is much more impressive.

Path to the farm

Now it's time to take care of Panzer's task - you need to get a lot of information for him. First, go to the gas station, where you will need to get the necessary information from Besyak. After this, go to the Factory, where Borman and another dialogue with the necessary information awaits you. Well, then go to the farm, where you will find Koval and receive even more information, which will seriously advance you in Panzer’s quest.

Insulin

Now you need to return to Cordon, since this is where Sidorovich lives, from whom you can get insulin for the patient. Visit him and you will see three more, whom Sidorovich calls his colleagues. But you see that this is far from true - kill all three, because these are hunters who will kill you otherwise. After this, get an explanation from Sidorovich and take the insulin (that’s what the hunters came for). Well, now you need to talk to Berger to get all the missing data for Panzer. Return to the Bar, where Lukash will be waiting for you, who will report that the patient has disappeared, so your quest will fail. Don't be discouraged - this is a plot failure, there is no way to complete it successfully. After this news, return to Panzer and tell him all the information you obtained to complete the quest.

Radar

Panzer, naturally, does not send you to rest, but gives you a new task - to make a foray to the Radar to check the situation there. But first, you should look at the Lector to find out what happened to the patient. However, it turns out that the Lector disappeared along with the patient, and no one has any information regarding both of them, not even Lukash. Well, there is no point in waiting for something - go to Radar, as Panzer ordered you. But be prepared for the fact that in this mission the situation in the game will change, and there will not be that relaxed, harmless wandering, talking and searching. It seems that the entire Zone has decided to attack your hero, so shoot back as best you can and break through to the crossroads, where you can get the most accurate information about the situation. After this, turn around and go back the same way to meet minimal resistance. Head to the Bar and report what you saw to Panzer, who will immediately give you a new task - indeed, not a moment of peace.

Mask

You need to go to Agroprom and find Patsyuk there, who, for a small reward, will tell you where you can find the Pilot. He went underground to find Strelok’s hiding place, which they had been looking for for a very long time. Follow him, however, after going a little underground, you will see a message that nerve gas has been released into the tunnels. Quickly return and go in search of the gas mask. Go to Patsyuk, who will tell you that the suit can be found at Polishchuk - find him and find out that one of the Veterans of the zone already has the gas mask. Head over to him and agree to borrow a gas mask - leave your exoskeleton as collateral. Go underground, go to Strelok's hiding place - there you will find the wounded Pilot.

Gas mask for Pilot

Now you need to bring the Pilot to the surface, but this is impossible to do, since the tunnels are filled with gas. However, Pilot tells you that he has his own cache, in which you can find a gas mask. Listen carefully to the instructions, get to the surface and do exactly as the Pilot told you - then you will find a backpack containing a gas mask. Take it to the Pilot and bring him to the surface. The time has come to take your deposit from the Veteran and tell Patsyuk about what you saw underground and about the unfortunate fate of his people.

Further passage

Naturally, the game does not end here - there are still numerous adventures awaiting you, which will lead to an incredibly exciting and very unexpected ending. Moreover, depending on your decisions during the gameplay, the endings may be different.

"Duty. Philosophy of War" is a mod that left a huge mark on the history of such a cult game as S.T.A.L.K.E.R. It occupies its own separate pedestal due to its huge volume of the game world and detailed elaboration of the plot. I would also like to say that fans of shootouts and other action will most likely be upset, since this mod is primarily focused on plot twists and complete immersion in the protagonist’s problems.

The story itself is a continuation of the plot called “Apocalypse”, however, if you have not played the previous part, then this will not bring much discomfort, since the series is completely independent. The walkthrough of "Stalker: Duty. Philosophy of War" is quite voluminous, so be prepared for the fact that there will be a lot of letters, as it will be as detailed as possible.

Walkthrough Stalker: Debt. Philosophy of war - the beginning

As you might guess, we start in a bunker near Cordon. We talk with the warrior, and then with Berger, get the task and go to the boss, who will take us to Pripyat.

We start by searching for a recreation center (house of culture), the building is quite large, finding it on the map will not be a problem, but just in case we will add a screenshot. There we find the required group and now the procedure is as simple as possible. We talk with Slaven, then with each person in the group and again with Slaven. We understand that no one wants to deal with Berger, so we will have to decide everything on our own. And now we go where we can find information: buy, steal, knock out or sell - to the bar. However, this is a rather boring path, so let's add a little interest.

The best option for passing is to head to the radar, in which the spawn location has not changed from the original, but that doesn’t matter. You need to talk with Lukosh and head to the army warehouses. Then we will find the captain who needs our help. It consists of helping the patient get to the doctor who is located in the Freedom base. There is nothing difficult about this; we reach the place, talk to the selector, and thus complete the quest. We immediately take another dog, which is to find insulin for the patient, who is in Sidorovich’s bar. Thus, our journey to such distant distances will not be without a reason.

Walkthrough Stalker: Debt Philosophy of War - problems with the bartender

To get to the bar you will have to leave all your things with Zhorik, there is no other way. You shouldn’t rush to start a conversation with the bartender, as he has quite significant problems with three hunters who will simply stun you during the conversation and then get rid of you, so you need to include a little cunning. We buy an F1 Ermolov grenade and immediately throw it at this trio, and if there is a survivor left, we finish him off with a knife. Only the last step is to talk to the bartender and, accordingly, pick up your things when leaving the bar. Then we head towards Andorra; there we already meet a detachment that will direct you to Voronin.

Walkthrough Stalker: Debt Philosophy of War - Voronin

From the previous dialogue with Lukash, you should know that he is very dissatisfied with the situation that has developed at Radar, since his guys got into trouble because of the search squad. By a lucky coincidence, Voronin is also dissatisfied with the current situation, and also has certain grievances against us, since we collaborated with freedom, here, the first choice that the player needs to make is to join the ranks of duty, or to remain the same loner, but also works for him. In fact, the best choice is to join this squad, since joining does not carry any disadvantages. However, even if you are a lover of freedom, cooperation is a good decision that affects the plot. To receive Voronin's first task, go to Panzer, who is also a colonel. In order not to go far, we also talk to Grisha to receive an additional task.

Walkthrough Stalker: Debt Philosophy of War - insulin and other tasks

Now you need to complete 3 tasks in one go. First, let's focus on the information regarding the dark valley, so first of all we go to the landfill. A sniper who has lost his mind will be waiting for us there, so we carefully remove him and take away the Dragunov rifle. Moving to the TD, we will meet with the “Veterans of the zone”, after which we need to talk with Veprem. He will direct you to the leader of the group, which is what interests us in principle. Lyuty is located in the building above the laboratory, which is directly in direction from our location. After talking with him, you need to go down to the x-18 laboratory. The main enemy will be the poltergeist, which is located on the lower tiers. After killing him, we collect the toolbox and find a locked door, that’s it, there’s nothing else to profit from here.

Next we move towards the gas station. We talk with the stalker who is standing above the door, after which we go up to the second floor and start a dialogue with Besyak. During the dialogue, you share information in return, he will tell you what he knows, in addition, you will receive an additional quest to find a guide in order to transport the group to the station. Now we are heading to the factory. The main task is to find the bandit leader Borman, as a guide, he will be in Borov’s place from the shadow of Chernobyl. After the dialogue with him ends, we head to the farm. It is located next to the transition to the dark valley cordon. We search all the buildings, in one of them we find Koval, who is also the head of the checkpoint. To complete the first part of the quest you need to talk to him.

Now you need to go to the cordon. An ambush with a gang of hunters and dogs is already waiting there, which must be exterminated to the last. We are heading towards the motor transport enterprise, but at the same time we need to do this in stealth mode without touching the bandits. Now the task is to find Sidorovich and take his insulin. While Sidorovich is giving insulin, he will tell us that the 3 guys in the bunker are his colleagues and they need to be destroyed. After everyone has fallen asleep in eternal sleep, we again speak with Sidorovich, who will report that they also needed insulin. Now it’s worth clarifying the situation with Berger. After talking with him, he will begin to list names and by a lucky coincidence, one of the list is our patient, for whom we receive an advance payment. Then again there is a call from the checkpoint, and after talking with the boss you need to return to the bar. The distance to be covered is quite large and you should not expect any shootings.

After we enter the bar, Lukash contacts us, who I think will scare many. It turns out that the task with insulin was failed and we now need to find Panzer in order to leak all the available information. Talk to the hacker, we learn some information about another person who Berger needs.


Walkthrough Stalker: Duty Philosophy of War task on the radar

The quest must be taken from Panzer and moved to the freedom base to Lector, through the army warehouses. There you will find out that at the moment he is not there, which is what you need to inform Lukash. From the dialogue you learn that the doctor and the patient have disappeared. Nobody knows anything, and Lukash has nothing special to say, so we go to Radar. At this moment, I remember that the game also has action, as we find ourselves in a shootout with a large number of participants. Unfortunately, everyone is against you, so we break through buckets of lead to a fork. As soon as we got there, we return to Panzer, getting into the bar a general message is sent. After the report, the task is considered completed and we take a new one.

Veterans Quest

The task is quite extensive, so be prepared to spend a lot of time. First you need to go to the Agroprom Research Institute and there you will find Romasya on the 2nd floor. Afterwards we move to the ensign, there should be a bottle of vodka in the inventory, and with the help of a bribe we find out information regarding the Pilot. Next, you need to go underground for the Pilot, who wanted to try his luck and find the cache. A few seconds later we see a red sign and hear voices, we immediately group up and hurry back. Next to the warrant officer and the sergeant major for the OZK. To find him, we leave the building, he will be near the car. The foreman has already given the suit to the veteran, so we talk to the latter and leave the exu as collateral.

We return back and find the Pilot, who is bleeding and cannot live without a gas mask, which we need to get. Immediately after leaving the hiding place, we turn right until we hit the stairs, go up and a little to the right we see a crack in the wall, into which we need to crawl. The backpack with the gas mask lies behind a pile of stones, we take it and return to our friend. It will not be possible to talk to him at the moment, since the meeting is being transferred to the landfill. Now you need to return the suit and pick up the skeleton. Next, the plot moves forward with a conversation that our PDA catches; it’s difficult to make out anything, but the clear call signs of Shark and Jackal are heard. Now this is not so important, you need to return to the ensign and tell all the information received.

The further development of events is arbitrary, but it is best to go to the building where the Mole from the Shadow of Chernobyl was rescued. Rising to the third floor we will meet Shark, who was talking then. You need to exchange a few phrases with him and start a dialogue with the merchant, who will tell you about the shot from the side of the swamp. We finish our business in this place and go to these swamps. There will be a carriage in which lies the second participant in the conversation - the Jackal. It’s clear that you need to talk, and then eliminate the sniper and give him a first aid kit. From the dialogue we understand that he is being followed by the Apocalypse group and now we have to make them fall asleep forever. But the Jackal also helps us - to pray. After turning everyone into lifeless bodies, we return to the Jackal and see that he is lost to society. There are many corpses in the area that need to be searched to find the PDA, whose owner is called Quick, and if you recall the list of names from Berger, it turns out that this is one of the stalkers he was looking for. His body lies peacefully in the trailer.

Now you need to return to the flea market, which is located in the Landfill. We receive information regarding the research institute dungeon from Pilot. Next is an accompanying mission to the TD. As soon as we get to the location, we go to Besyak, who gives us money. We give our comrade the well-deserved 5000. We learn that the Veterans are heading to the center. Again to the good old Landfill, where we receive an SOS from Bezmaterny, we answer this request for help by going to the cemetery where the “Shadow of Chernobyl” was a concentration camp.” Our friend’s task is quite simple: shoot all the enemies. Here you can agree or refuse, but it is better to still provide help, there are two reasons for this: a reward in the form of a machine gun and a meeting with this “cultural” at the end of the game. To complete the task, you need to return to Panzer, who is diligently waiting for us in the bar.

We receive the next task from the same character; we need to meet with Shark. And as it turns out, the latter decided that Rubik and Jackal had been living too long and it was time to end it. However, you shouldn’t leave; you need to search the corpses, which are in no hurry and are waiting for us below to get the Jackal’s PDA. We inform Panzer about everything, and he gives one single task - to remove the Shark and make sure that he goes on his final journey with Borman. Our wonderful friends - exhaust and glock - will help us with this.

Tourists and related quests

At the landfill we learn from Anisimov that Berger has some problems. At the moment, Akul and Borman are the priority. The first one will not be there, and neither will the second one. But it’s still worth visiting these places. As for Berger, Slaven tried to kill him, but I can’t, since he left. The task is completed, after which we go to the Newcomer to the village. The wolf is replaced by the Guide from whom the tourists escaped, and asks you to help. He goes under the bridge to the post of the soldiers, look at the radar and see yellow dots - tourists. We talk to the main one and finish the quest. We head to the bar, but we intercept a message for the godfather, back to the Cordon to the place where the tourists were resting, they are dead - you receive the quest “fury” (be sure to search the girl). At the ATP we kill all the bandits and go to the Guide to tell everything. In the Bar, we meet Slaven, talk to Panzer, and then to the bartender.


Scientists

We go towards Yantar, on the DT we receive a message about the Bear and the Shark. Let's move on, a group of hunters, talk to the main one and wait for the Shark. We kill the hunters and talk to the Bear, who knocks us out. We wake up next to zombies, which we kill and go to the Radar.

We head to the bunker and talk to the doctor. To prove it, let's go to x-10. In fact, you don’t need to run around the entire laboratory and look for objects, we lift the laptop and a stalker appears, we take him as a partner and take his object. We give the last one to the doctor, he trusts us to go outside. There we talk with Burleev and Pinochet. We follow them and protect them, along the way Burleev will disappear around the corner, we go there too, since there is a transition to the Radar. Pinochet stops, we go to Burleev, kill and search, talk to Pinochet and send him to the bar. We stomp to x-10, there we will see Wolf, Strelok and Ghost on the map. Turn off the brain burner and talk to Strelok. Let's go to Yantar. We go into the bunker, we understand that there are no scientists, we go back to Panzer. We go to the base to give the helmet to Remezov. And again to Yantar.

At gate x-16 to the right, there will be a corpse marked on the map, search it, go back. We notice a Shark on the road, we just kill it with a grenade and go to Panzer. We receive a task to find an artifact. There will be no problems with this task, everything is on the map. After searching, we find out that this is a new drug, and it is also necessary to destroy the Leni-Razors.


We go to Pripyat to the building where the “search” took place at the beginning. We speak with the keeper of the monolith. Next we go to Station 1, at the first checkpoint we talk to the main one, then to the transition to the sarcophagus, the second checkpoint, we talk to the main one and head to the southern checkpoint behind Pinochet.

We meet the military at the checkpoint and after talking with Pinochet we realize that the Razors are in the dungeons of the agricultural industry. You need to get a suit from Shustroy at the cordon. Let's go to the sarcophagus. Walking through the location we meet Slaven, who gives information regarding station 2 and the dead city. Let's go to station 2 by crossing from station 1. We leave the sarcophagus, go to the large gate and go to station 2. We pass through the north-eastern gate, along the way we meet several corpses of war veterans and a machine gun. Next is another pile of corpses of Veterans along with bandits. Then we go through the gate, which is located right in front of you, thereby ending up on Yantar. We head to the scientists’ bunker where Remezov is located, who asks to deal with the object.

We head to the laboratory, there is a guy with a pump gun, we deal with him, and go back to the doctor. Continue to the Cordon through the passage to Shustroy for a suit. Barter consists of 3 artifacts; if you don’t have them, you can spawn them through a mod (which you need to download separately, called a “spawner”) or go look for them. We get the costume in the dungeon. We head to Strelok's hiding place, search the corpses and fail the task. We go to Panzer, argue with him and get information about an anomaly that will help us get to the Dead City.

Now we don’t work for Debt. We go to Lukash and tell him everything we know. Next to the radar and to x-10. We approach the mark on the map, turn off the flashlight and put away the weapon. The Wolf and the others approach, in the MG we speak with the last one and follow him. We talk to everyone, kill Burleev and talk to Strelok again. We take the AK-47 from the box and catch up with Rezany to receive the quest.

We run to the point, there is a fight with the apocalypse, and this is where Motherless will help. We complete the task and go to Rezany, he goes to Pripyat, we go to the apocalypse. We talk to Borman, take off all our clothes and go into the building to the zombies. We go up, see one and take the task. We go to the point, see the corpses and return. We take the task and a flamethrower, kill the geeks. We return, walk around the camp and find shark people, we merge them. We run between the “numbers” and at the end we receive a task from “X”.

We kill the geeks, it’s not difficult to find them; the task description says it all. We receive the message and go to the point on the map. We kill the doctor, take the PDA, copy the information from Besyak, give the PDA to Berger.

We go for the flash drive, which lies under the stairs near the second front door, and give it to Berger.


Berger finds out that there is someone at school, we go to Borman, who knocks us out. Because of betrayal, we are sent to prison, where we speak with the Fox. After we heard the screams, we talk to the Fox and get a knife from him. We clear the building and talk to Slaven, then to Panzer, and after Berger. After the dialogues, the psi-installation turns on, we hide and watch Berger’s death. We're going to the Chernobyl Nuclear Power Plant in a Hummer. This completes the walkthrough of “Stalker: Duty. Philosophy of War.”